GGST/Faust

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Overview

Overview

Faust is an RNG-powered grappler with a strong, long-range whiff punish game. Thanks to a combination of reach and a powerful command grab, he dominates mid-range across a variety of matchups.

Faust has great options to contest mid-range, and threatening tools to challenge approach. When he does land a hit, Faust gets a safe opportunity to use Item TossGGST Faust What Could This Be.pngGuard:
-
Startup:
26
Recovery:
Total 40
Advantage:
-
. If he's lucky, items will cover him for more item tosses, leading to a chaotic gamestate where he wins... statistically.

One of his win conditions involves inflicting Guard Crush to offer up lopsided mixup situations. His Meteors, 100t Weight, and the explosion that occurs after lighting an Afro on FireGGST Faust Snip Snip Snip wiff.pngGuard:
Ground Throw
Startup:
6
Recovery:
43
Advantage:
-
, all induce Guard Crush, granting him access to potent 50/50s.

Landing Snip Snip SnipGGST Faust Snip Snip Snip wiff.pngGuard:
Ground Throw
Startup:
6
Recovery:
43
Advantage:
-
offers him some scary sequences that, done correctly, end in a 4-way mixup that is incredibly hard to defend against.

His defense would probably be considered below average, save for the fact that he has access to Super PRCGGST Faust Bone-crushing Excitement 2.pngGuard:
All
Startup:
16+5
Recovery:
48
Advantage:
-32
, one of the stronger reversal options in the game. When he makes use of it, he gains up to 16f of invuln, followed by a short vulnerable window. This allows him to punch through meaty options reliably on wakeup.

When he has lots of meter to play with, or secures the meter advantage, Faust becomes a terror. W-W-What Could This Be?GGST Faust W-W-What Could This Be.pngGuard:
-
Startup:
1+7
Recovery:
Total 43
Advantage:
N/A
becomes a straightforward way to win neutral, and ScarecrowGGST Faust Scarecrow Formation.pngGuard:
High
Startup:
50 [69]
Recovery:
36
Advantage:
-32 [-27]
PRC Snip allows for near-unreactable fullscreen command grabs that come from either direction.

Faust is recommended for players who like to control the neutral game, paired with strong mixup & okizeme, and enjoy subjecting their opponents to very chaotic gamestates.
Lore:An underground doctor, his past and identity are shrouded in mystery.

One moment, he'll blurt out something seemingly random, only to offer a philosophical argument for the future of humanity the next. He once suffered a mental breakdown due to a traumatic experience. Even now, he becomes unstable when something reminds him of that time.

At heart, however, he's a caring and kind person with common sense.
Playstyle
Faust , classified as a Unique type, is a bizarre underground doctor who misleads the opponent with tricky moves.
Pros Cons
  • Good Buttons and Pressure: Faust has a decent array of pokes to keep the opponent on their toes and to cover thrown items. He also has a command grab to capitalize once they start blocking. The length of his attacks means they're hard to outmaneuver on the ground, so the opponent might feel forced to block or go for riskier counterplay.
  • Scary with the Meter Advantage: Item SuperGGST Faust W-W-What Could This Be.pngGuard:
    -
    Startup:
    1+7
    Recovery:
    Total 43
    Advantage:
    N/A
    , j.2KGGST Faust j.2K.pngGuard:
    All
    Startup:
    10
    Recovery:
    -
    Advantage:
    -
    and Scarecrow become very strong once Faust has 50% tension to spare. With meter, Scarecrow PRC allows Faust to teleport almost instantly, which is immensely useful as both a pressure/mixup option and as a way to reposition safely.
  • Unusual Hurtbox: Faust can crawl under certain moves with his crouching block or walk (the 1 or 3 inputs, respectively); this allows him to low profile many attacks in the game, and opens up whiff punish opportunities other characters don't have access to.
  • Item Throw: Faust's item toss allows him to create extremely favourable situations off stray hits. While they can backfire, items will usually provide you an additional threat for the opponent to deal with, greatly enhancing both his pressure and zoning capabilities.
  • Weak to Movement: Faust's longer pokes, such as far.S, 2H and even moves like 2P are weak to fast, safe forward movement, notably the kind seen by characters with quick runs. Dash macro into block can upset the spacing on these moves quite reliably, netting the opponent a decent amount of frame advantage alongside strong spacing.
  • Volatile: Because Faust's win conditions are centered around command grabs and items, it can be tough to establish yourself early on in the match against conservative approach. Item Toss is too risky to throw out without a guaranteed hit/situation and grabs, by their nature, are risky against skilled opponents.
  • Unusual Hurtbox: Faust is larger and wider than other characters in the air, he's also taller vertically compared to other characters when standing or in standing guard. This can make navigating certain situations trickier than normal, and he's more prone to instant overhead setups.
  • Item Throw: Sometimes you'll throw Trumpet at your opponent and be really sad.

GGST Faust Character Guide

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 7 8 8 -2 -

Strong space control tool, useful for counterpoking as well as checking forward movement, with low whiff recovery.

Hits all characters crouching, but due to the shape of hitbox, will need to be a little closer to catch some of the smaller characters in the roster.

Faust's hurtbox is incredibly tall during this move, so he's open to attacks from above as well, however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.

If it stuffs an air approach, it can combo into 6H, letting Faust gain space and throw items. However, it is prone to whiffing at some spacings.

Because of its speed, reach, and the fact that's it's jump cancellable, it offers up some spicy jump cancel 66BRC punishes where Faust's options might be lacking. In combos it can be used to bounce an airborne opponent off of the wall, often to connect a 6H.

Gatling Options: 6P, 6H, 5D, 2D

c.S

f.S

5H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
5H 40 All 13 8 18 -7 -
5HH 60 - 1 - 2 - -

  • Pressing H again after a successful grounded hit will perform a follow-up attack that scores a hard knockdown.

A peculiar move that has high payoff on counter-hit.

In the corner, the follow-up leads to a very high ground bounce, letting you continue the combo if there isn't too much scaling.

An incredibly strong counterpoke in and around 2P range, with a disjointed hitbox towards the tip. In combos, routing into 5H can net a tricky conversion into Scalpel, making small counter-hits turn into homerun wallbreaks easily.


5D

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Uncharged 40 High 20 3 26 -15 -
Charged 50 High 28 3 26 -10 -

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast. You'll want to keep your meter to convert off the uncharged version in pressure. Particularly potent when the opponent has a burning afro applied and commits to crouch blocking, where this move may break open their defense long enough for it to explode and allow Faust to continue pressure. Can followed up from 5K, 2K, or c.S for a mixup.

Has a special interaction with several of the items Faust can throw as well. Striking certain items with his 5D before they hit the ground will bat them towards your opponent, with questionable benefit depending on the item.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

Faust's fully charged 5D can also reflect certain projectiles, though this seems to be more of a fun bonus effect than an actually useful mechanic. The long start-up and short reflect window makes it difficult to time properly, and most "successful" reflects will net you little to no benefit at all.

Faust 5D Reflectable Projectiles Table
Character Move
Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
Axl Low
  • N/A
Baiken
  • N/A
Chipp Zanuff
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuard:
    All
    Startup:
    22
    Recovery:
    Total ??
    Advantage:
    -
    • All strikes destroy this projectile, but 5[D] actually reflects it instead.
Faust
  • LoveGGST Faust Love.pngGuard:
    All
    Startup:
    27
    Recovery:
    Total 48
    Advantage:
    -
    / Love (With Afro)GGST Faust Love.pngGuard:
    All (Guard Crush)
    Startup:
    27
    Recovery:
    Total 48
    Advantage:
    -
    (Projectile only.)
  • What Could This Be?GGST Faust What Could This Be.pngGuard:
    -
    Startup:
    26
    Recovery:
    Total 40
    Advantage:
    -
    • HammerGGST Faust Hammer.pngGuard:
      All
      Startup:
      1
      Recovery:
      -
      Advantage:
      -
    • MeteorsGGST Faust Meteors.pngGuard:
      Guard Crush
      Startup:
      -
      Recovery:
      -
      Advantage:
      -
      (Will usually reflect only 1, you will get hit by the rest.)
Giovanna
  • N/A
Goldlewis Dickinson
  • N/A
Happy Chaos
  • N/A
I-No
  • Antidepressant Scale 214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
    / j.214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    28
    Recovery:
    Until Landing + 6
    Advantage:
    -16
  • Chemical LoveGGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    22
    Advantage:
    -2
    (Nullifies it.)
  • Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuard:
    All (Guard Crush)
    Startup:
    7+2
    Recovery:
    13
    Advantage:
    +26
    (Projectile follow-up only.)
Jack-O'
  • j.DGGST Jack-O jD.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 44
    Advantage:
    -
Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuard:
    All
    Startup:
    13
    Recovery:
    15
    Advantage:
    -
    (Nullifies it.)
  • Stun EdgeGGST Ky Kiske 236S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 46
    Advantage:
    -15
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuard:
    All
    Startup:
    39
    Recovery:
    Total 62
    Advantage:
    +22 [+25]
  • Aerial Stun Edge j.236SGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
    / j.236HGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    10
    Recovery:
    Total 54F
    Advantage:
    -16
    / [4]6HGGST Leo Whitefang Graviert Wurde.pngGuard:
    All
    Startup:
    23
    Recovery:
    Total 73F
    Advantage:
    +11
May
  • Arisugawa Sparkle 214PGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
    / 214KGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
    • All strikes destroy this projectile, but 5[D] can reflect it too, if timed properly.
Millia rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 45
    Advantage:
    -14
    / 236HGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 51
    Advantage:
    -
Nagoriyuki
  • N/A
Potemkin
  • F.D.B. (Projectile)GGST Potemkin FDB Reflect.pngGuard:
    All
    Startup:
    1
    Recovery:
    -
    Advantage:
    +11
Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 37
    Advantage:
    +9
    / 236HGGST Ramlethal Valentine Bajoneto H.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 43
    Advantage:
    +3
    (Follow-up explosion only, nullifies it.)
Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 54
    Advantage:
    -8
Testament
  • TBD
Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuard:
    All
    Startup:
    27 {31}
    Recovery:
    [36 Zato]
    Advantage:
    +55
    (Will reflect only 1, and in most cases the remaining drills will still hit you.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    51 Total
    Advantage:
    -7
    (Nullifies it.)

2P

2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
12×3 Low 5 2(1)6 12 -2 -

3 hits total. Faust's go-to low option. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into 2D for a knockdown as a confirm.

Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so. At very close spacing, can be used as a tick throw setup into Snip Snip Snip.

The 1st hit is a mid located above Faust's head. This hit will usually whiff if 2K is not done point blank, making the move effectively 8F startup in most situations.

The 1st hit can also be used as situational anti air for opponents directly above your head, in cases where 6P would whiff and 2S would be too slow. However, due to the 2 active frames and lack of disjoint, it is not a reliable anti air for most situations.

Gatling Options: 6P, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
32 All 11 9 26 -19 -

High reward anti-air. Relatively slow, and only gains disjoint in the later part of the hitbox. Can be liable to trade. A go-to frame trap option from a c.S starter, allowing for a full conversion into Thrust on counter hit. Can be used during okizeme to simultaneously hit meaty and cover backdash, where c.S only has a 2f window to do this.

Hitbox appears on both sides of Faust, can be good for air attacks directly above your head where 6P is liable to whiff -- however, its slow startup often means you have to use it preemptively. Beware of observant players baiting this out.

Will dispatch any Bombs hit to above the visible screen, creating set-ups with K Scarecrow as it can ricochet the Bomb on the way down for safe pressure and combos. The Bomb will also likely hit the opponent should they attempt to punish Scarecrow. Faust can also let the Bomb 'cook' before hitting it for a gimmicky anti-air attempt that yields high reward.

Launches on hit, which can be followed up with Mix Mix Mix or with item toss, as it will combo into a weight or a hammer (depending on the matchup) for a midscreen wallbreak for 50 bar.

Gatling Options: 5H, 2H

2H

2D

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
34 All 9 3 32 -21 1-4 Upper Body
5-11 Above Knees

Dominant anti-air option with lots of upper body invuln. Grants a safe item toss on hit, and offers combo potential on counterhit.

On airblock, pops up and leads to airblocked Mix Mix Mix (Which is plus.)

Not very good at covering behind Faust, and may struggle to anti-air deep airdashes that pass over your head.

Faust's 6P has far more recovery than most other characters, so its use as a counter poke in neutral is limited.

Chaining from 5P on this move is very consistent for combo conversions when nothing else is available.

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 High 25 9 44 -34 -

Overhead, great counter-hit button. Deceptively good prediction whiff punish. Huge aerial hitbox.

Generally punishable if it misses the opponent or they block it. Consider saving tension so you can PRC out of this move if needed.

You'll want to wait when you 6H so that you don't cancel incorrectly. Air hit and ground hit act differently, so you'll want to wait until you confirm what happens before you decide which option to take.


Staggers on ground hit, which can combo into Thrust if the opponent is slow to recover.

Confirms into Thrust on grounded counter hit.

On aerial hit, confirms into 214K, which leads to a guaranteed item throw or corner combo depending on positioning.

Cancelling into What Could This Be is faster than letting 6H recover on its own.


Fairly safe to cancel 6H into Thrust at max distance even when blocked.

On hit, cancelling into Thrust or Item Throw cannot be punished or contested.

214K from an aerial counter hit needs to be delayed for both hits to connect.

Can combo into 214S PRC Snip Snip Snip on hit.

When using combos that don't push you too far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into 214S to ensure you don't run out of time.


j.P

j.K

j.S

j.H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
42 High 9 5 15 - -

  • Air Dash cancelable.
  • Wallbounces on hit.

Long, dominant aerial poke. Rising j.H is great for meeting opponents hanging out at the top of the screen. Doing a falling j.H takes a little longer, but the decent amount of active frames and huge disjointed hitbox make it especially hard to contest once active.

A crucial tool in Faust's corner combos, especially on Counter Hit. Air-to-air j.H close to the corner can easily confirm into a full combo after landing.

Gatling Options: j.D

j.D

j.2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
39 All 10 Until L - - -

A strong poke that is quite likely to win an exchange, however, it's recovery and low hitstun make it risky to use without RC. With RC, however, it leads to all sort of conversions and pressure opportunities, on hit or block.

Jumping into immediate j.2K is a very low risk option to stuff approaches in neutral. When done as low as possible, it is very safe on block, up to +2 if its blocked low enough (although it is usually slightly minus on block).

If used from high up, it is minus on hit if not cancelled. Cancelling it into Love and sometimes threatening with a cancel into Mix Mix Mix will keep it hard to challenge in certain matchups.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 Ground Throw 2 3 38 - -

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Leaves the opponent in front of Faust in an OTG-able state. Can give a safejump if you OTG with close slash and jump cancel into a low airdash. Alternatively, you can throw an item and still have time to meaty. Paired with 214S & PRCC lets you ground throw from anywhere almost instantly.

Long animation can be used to kill time and deal with certain situations, such as an opponent picking up Trumpet, an on-screen Bomb going off or even something like Nagoriyuki's blood gauge during Blood Rage.

Air Throw

j.6D or j.4D

Special Moves

Thrust

41236K

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Attack 40 All 26 12 19 -12 -
Pull Back
Thrust -> 4
0 - 59 - - - -
Home Run!
Pull Back -> H
80 [120] - 9 - - - -

  • Invulnerable during Pull Back startup

Faust attacks with a menacing red trail behind his scalpel. If Faust lands a grounded hit and inputs 4 (backwards from his opponent) he reels the opponent in, launching them toward him for a short time. Pressing H before the opponent hits the ground will do a follow-up golf swing attack with three possible timings.

  • Early Hit: The opponent is knocked away for a hard knockdown. If the opponent is close to the wall, they will hit the ground before impacting it. A low risk option with solid reward if you are not confident in your golfing skills or want to sacrifice damage for okizeme, particularly near the corner where Sweetspot would break the wall.
  • Sweetspot: Action lines around the screen and a dramatic camera angle will indicate a successful hit as the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall when in range. Disables opponent's Burst from initial hitstop until landing.
  • Sourspot: The opponent falls out of the launcher for a soft knockdown. The golf club may hit the opponent as they fall. Leaves Faust at a frame disadvantage of -10.
  • Empty: No H is pressed, dealing no damage and leaving the opponent in a hard knockdown directly in front of Faust. Sacrifices the most damage for the strongest okizeme, leaving Faust enough time to toss an item and still do a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attack. Highly situational, but useful when Faust is in the corner and wants to swap sides with the opponent.

Thrust shines when used as a preemptive punish at range against movement or committal swinging. Its disjointed hitbox makes it a strong poke in the right situation, although the mid-height placement and slow startup leave it susceptible to being jumped over or low profiled by an aware opponent. Has use as a surprise chase on the opponent's wakeup or backdash from a distance, as well as a frame trap option out of various blockstrings. Leads into some of Faust's most damaging routes on counter hit starters like c.S or 5H, especially when combined with meter to RRC after a Sweetspot hit.

Pullback can be Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ed into either of Faust's Overdrives, although Bone-crushing Excitement will only initiate a cinematic when done early enough (opponent must be above Faust's head at time of activation). Cancelling into Bone-crushing Excitement is a decent Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. for bursts and nets good damage and okizeme at the cost of meter. Cancelling it into W-W-What Could This Be? yields varying results, but gives your opponent less space to play around the Items that appear. Due to a bizarre bug, Faust is unaffected by any peels that come out this way.



Afro

When an Afro is on the ground behind an opponent, using a Sourspot hit can cause them to tumble backwards into it. Situational, as the frame disadvantage and spacing from a Sourspot hit doesn't allow Faust to capitalize on the opponent's fresh cut.


Bomb

In situations where a Bomb is active between Faust and the opponent, the Bomb can often be comboed into. If it's close enough to Faust to be hit by the golf swing, it can be launched with the opponent and explode in the air, dealing high damage and potentially leading into a conversion as the opponent falls to the ground. If the bomb is too far away to be launched, doing an Early Hit can hit the opponent into the ensuing explosion on the ground. After the explosion, 5K is the premiere tool to convert with, but if you're confident on the spacing, other buttons like c.S can also net a high reward.


Weight

Before a Weight lands, a gambling Faust can attempt a Thrust to catch the opponent: if it hits, Faust can use the invulnerability frames during Pull Back to avoid being hit by the Weight and follow up for a full combo. This is highly risky, though, as if it is blocked or jumped Faust will not have time to avoid a hard knockdown.


What Could This Be?

236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 26 - Total 40 - -

Faust reaches into his scrubs and grabs an item at random to throw. Generally, items are thrown in an upward arc toward the opponent with some exceptions. Items have the potential to cause huge shifts in momentum for and against Faust. It can be risky to throw items in neutral, depending on the range and the matchup.

With the exception of Meteor, items are thrown a set distance. This distance can be broken down into close/medium/far ranges.

  • Far: Trumpet, Afro, Mini Faust
  • Medium: Bomb, Donut, 100T Weight
  • Close: Banana (and Peel), Hammer

Items will also bounce slightly off the wall if you're throwing items at a cornered opponent for pressure.

Mix Mix Mix

236S (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236S 13×4 All 21 - - -7 -
j.236S 13×4 All 21 - - - -

*Knockdown/Ground bounce on Hit

Faust rises forward into the air while mixing his scalpel, dealing four rapid hits around him. Holding any direction during the move will influence its trajectory toward that direction. Faust then enters a helpless freefall state until he lands. The air version functions identically.

If the opponent airblocks this, Faust is plus and gets the chance to continue pressure with his faster normals. The exact frame advantage varies by height, but he's usually +5 or so.

Can be used as a frame trap tool, but the long startup means it can't always frame trap faster buttons. Also useful as an opportunistic escape from gaps in corner pressure, especially when used out of a super jump; however, this may leave Faust open to being chased down and punished on landing, so consider using Love beforehand to force the opponent to waste time blocking it (or use RC at the end to make it safe). This strategy is most effective against characters who have trouble chasing fullscreen, such as Potemkin.

Mix Mix Mix Loop

If Faust is low to the ground when he leaves MMM, he recovers fast enough to link a button, provided gravity scaling mid-combo is not too severe.

In order to loop:

  • Faust must be low to the ground (Hold 3).
  • You want to be holding 3 going into the first hit.
  • You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a c.S pickup.
  • If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.

Example Input: 2H > 236S[3]...[1] > c.S

Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.

Moves like cS, 5K, and 2K's first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of 2K) before you can no longer loop from MMM.

Jump-ins (jK, jH, jS, jD) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH jD > MMM), lest gravity scale too high.

This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit 5P>5K>MMM or air-hit 2P>5K>MMM.

Moves like 6P or 2K's later hits scale gravity too harshly to allow any pickup post Mix Mix Mix.

Summary:

If you're using optimal starters such as 5K, cS, or 2K(1): you do not necessarily need to worry about gravity in your starter in order to loop.

If you're not using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.

For that reason, air-to-air normals or 5P>5P>6P air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.

Bonus Stupid Thing

If the opponent is caught too high above MMM, the last hit will whiff, and you get no ground bounce.

Snip Snip Snip

236H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 Ground Throw 6 1 43 - -

  • Knockdown on Hit
  • Marginally longer range than Ground Throw

Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an Afro. The opponent is launched slightly away into a hard knockdown, granting Faust time to continue his offense.

During the animation, other items will continue to fall to the ground and can be picked up by players, activating their effects. Most damaging items won't do anything, previously applied 'fros will be refreshed, and healing items will still give health back. This is especially relevant if a Bomb is in play, since it can actually damage opponents (but not Faust) if its explosion is synced with the last hit of Snip Snip Snip. Keep in mind, however, that this will immediately blow the applied afro up.

The knockdown from this move has a faster recovery than from Ground Throw. However, since the buff in 1.10, he has time to safe jump against all reversals, including 7 frame reversals.

Love

j.236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
18, 27 All 27 - Total 48 - -

  • Love! explosion hits both players
  • Afro Love! explosion hits the opponent only, Guard Crush on block
  • Both explosions trigger Mini Faust and ignite Afros
  • Counter Hit state during the full animation
  • Connecting with only the explosion (not the initial hit of the bag falling) deals 40 damage

Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion will affect Faust on hit or block if Faust is he too close to the explosion.

If Faust is wearing an Afro (his own or from an opposing Faust), he can unleash Afro Love! (Afro Bomb, Frobag, etc.) a more powerful version of Love! with longer range, a higher bounce arc and a wider bomb explosion. It deals almost double the damage on hit and inflicts Guard Crush on block. This version bounces on the ground twice before reaching the opponent, and will bounce off-screen instead of hitting the wall.


Scarecrow

214P/K/S (Hold OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
214P 28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] -
214K 28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] -
214S 50 [70] High 50 [69] 17 36 -32 [-27] -

  • Values in brackets ([]) represent full charge

A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent.

  • 214P: Faust occupies the front scarecrow before attacking. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow appears in front of them and does not take the corner.
  • 214K: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow pushes them out of the corner and appears behind them.
  • 214S: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Once he lands, he contorts his body to roll away from the opponent in a recovery animation.

Note that for both 214P and 214K, the opponent will always turn to face the correct scarecrow as soon as you move, so be sure to have meter or items ready to cover your back.

All versions can be charged. The charged versions are safer/more advantageous on block and hit. 214[S] (Overhead) is still unsafe, while 214[P] and 214[K] versions are plus on block. On hit, 214[P] and 214[K] can also cause a wallbounce close to the corner.

All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, 214S can be used to avoid getting hit by certain long range attacks or overdrives, as Faust will be off the screen for a while before re-entering, and against advancing attacks/overdrives will often land behind the opponent.

Crawl

1 or 3

Instantly shrinks Faust's hurtbox. This allows you to shrink down under certain attacks. Both crawl directions have the same hurtbox; however, due to the proximity block mechanic, back crawl will not low profile an attack or projectile if it connects as part of a blockstring.

For a comprehensive list of attacks, see here (and make sure to support the poster!).

For visual crawling guides, see here

Moves Faust Can Crawl Under (WARNING! THE TABLE IS VERY LARGE!)
Character Move Backward Crawl (1) Neutral Crawl (2) Forward Crawl (3) Notes
Sol 5PGGST Sol Badguy 5P.pngGuard:
All
Startup:
4
Recovery:
9
Advantage:
-2
-
6PGGST Sol Badguy 6P.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-11
-
5KGGST Sol Badguy 5K.pngGuard:
All
Startup:
3
Recovery:
25
Advantage:
-16
-
f.SGGST Sol Badguy fS.pngGuard:
All
Startup:
10
Recovery:
13
Advantage:
+2
-
6SGGST Sol Badguy 6S.pngGuard:
All
Startup:
15
Recovery:
20
Advantage:
-7
Can be back crawled at the farthest distances
j.PGGST Sol Badguy jP.pngGuard:
High
Startup:
5
Recovery:
8
Advantage:
-
-
j.KGGST Sol Badguy jK.pngGuard:
High
Startup:
6
Recovery:
20
Advantage:
-
-
j.HGGST Sol Badguy jH.pngGuard:
High
Startup:
11
Recovery:
0
Advantage:
-
-
j.DGGST Sol Badguy jD.pngGuard:
High
Startup:
9
Recovery:
17
Advantage:
-
-
Fafnir (41236H)GGST Sol Badguy 41236H.pngGuard:
All (Guard Crush)
Startup:
24
Recovery:
16
Advantage:
+11
Punish with 5k-2D, snipsnipsnip
Bandit Revolver (236K)GGST Sol Badguy 236K.pngGuard:
All
Startup:
12
Recovery:
9+6 after landing
Advantage:
-7
Follow-up can be forward crawled
Ky 5PGGST Ky Kiske 5P.pngGuard:
All
Startup:
5
Recovery:
7
Advantage:
-1
-
6PGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
-
6KGGST Ky Kiske 6P.pngGuard:
All
Startup:
9
Recovery:
17
Advantage:
-8
-
f.SGGST Ky Kiske fS.pngGuard:
All
Startup:
12
Recovery:
13
Advantage:
-5
Cannot back-crawl at close range
j.PGGST Ky Kiske jP.pngGuard:
High
Startup:
6
Recovery:
9
Advantage:
-
-
j.KGGST Ky Kiske jK.pngGuard:
High
Startup:
7
Recovery:
8
Advantage:
-
-
j.SGGST Ky Kiske jS.pngGuard:
High
Startup:
7
Recovery:
21
Advantage:
-
-
j.DGGST Ky Kiske jD.pngGuard:
All
Startup:
13
Recovery:
15
Advantage:
-
-
Stun Edge (236S)GGST Ky Kiske 236S.pngGuard:
All
Startup:
13
Recovery:
Total 46
Advantage:
-15
-
Charged Stun Edge (236H)GGST Ky Kiske 236H.pngGuard:
All
Startup:
39
Recovery:
Total 62
Advantage:
+22 [+25]
-
Sacred Edge (236236P)GGST Ky Kiske 236236P.pngGuard:
All
Startup:
4+3
Recovery:
32
Advantage:
+10 [+15]
-
May 5PGGST May 5P.pngGuard:
All
Startup:
4
Recovery:
8
Advantage:
-1
-
6PGGST May 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
-
f.SGGST May f.S.pngGuard:
All
Startup:
12
Recovery:
19
Advantage:
-8
-
j.PGGST May j.P.pngGuard:
High
Startup:
5
Recovery:
12
Advantage:
-
-
j.KGGST May j.K.pngGuard:
High
Startup:
7
Recovery:
12
Advantage:
-
-
j.DGGST May j.D.pngGuard:
High
Startup:
10
Recovery:
21
Advantage:
-
-
Great Yamada Attack (236236S)GGST May Great Yamada Attack.pngGuard:
All
Startup:
10+
Recovery:
88
Advantage:
-54
Full/mid screen Faust can run under until the whale lands
Axl 5PGGST Axl Low 5P.pngGuard:
All
Startup:
7
Recovery:
19
Advantage:
-11
-
6PGGST Axl Low 6P.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-13
-
5KGGST Axl Low 5K.pngGuard:
All
Startup:
6
Recovery:
11
Advantage:
-2
-
6KGGST Axl Low 6K.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-13
-
2SGGST Axl Low 2S.pngGuard:
All
Startup:
9
Recovery:
23
Advantage:
-16
-
j.PGGST Axl Low j.P.pngGuard:
High
Startup:
9
Recovery:
23
Advantage:
-
-
j.KGGST Axl Low j.K.pngGuard:
High
Startup:
8
Recovery:
16
Advantage:
-
-
j.SGGST Axl Low j.S.pngGuard:
High
Startup:
14
Recovery:
18
Advantage:
-
Chain dead-zone can be ducked but not the blade
j.DGGST Axl Low j.D.pngGuard:
High
Startup:
10
Recovery:
22
Advantage:
-
-
Axl Bomber (j.623H)GGST Axl Low j.623H.pngGuard:
All
Startup:
9
Recovery:
Until L+7
Advantage:
-22
Cannot crawl at minimum height
Chipp 5PGGST Chipp Zanuff 5P.pngGuard:
All
Startup:
3
Recovery:
10
Advantage:
-2
-
2PGGST Chipp Zanuff 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-2
-
6PGGST Chipp Zanuff 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
-
f.SGGST Chipp Zanuff fS.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-8
Cannot crawl at close range
5HGGST Chipp Zanuff 5H.pngGuard:
All
Startup:
11
Recovery:
16
Advantage:
-4
-
j.PGGST Chipp Zanuff j.P.pngGuard:
High
Startup:
5
Recovery:
8
Advantage:
-
-
j.KGGST Chipp Zanuff j.K.pngGuard:
High
Startup:
6
Recovery:
8
Advantage:
-
-
Resshou (236S)GGST Chipp Zanuff Resshou.pngGuard:
All
Startup:
13
Recovery:
16
Advantage:
-4
-
Senshuu (~236K)GGST Chipp Zanuff Senshuu.pngGuard:
High
Startup:
20
Recovery:
20
Advantage:
-9
Rokusai (~236S)GGST Chipp Zanuff Rokusai.pngGuard:
Low
Startup:
8
Recovery:
21
Advantage:
-6
will force Faust to block low
Potemkin 5PGGST Potemkin 5P.pngGuard:
All
Startup:
5
Recovery:
6
Advantage:
+1
-
6PGGST Potemkin 6P.pngGuard:
All
Startup:
11
Recovery:
25
Advantage:
-15
-
f.SGGST Potemkin f.S.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-8
-
5HGGST Potemkin 5H.pngGuard:
All
Startup:
16
Recovery:
25
Advantage:
-11
-
2HGGST Potemkin 2H.pngGuard:
All
Startup:
13
Recovery:
35
Advantage:
-21
-
6HGGST Potemkin 6H.pngGuard:
All
Startup:
23
Recovery:
29
Advantage:
-15
Cannot back-crawl when close
j.PGGST Potemkin j.P.pngGuard:
High
Startup:
7
Recovery:
6
Advantage:
-
-
j.KGGST Potemkin j.K.pngGuard:
High
Startup:
10
Recovery:
15
Advantage:
-
-
j.HGGST Potemkin j.H.pngGuard:
High
Startup:
12
Recovery:
16
Advantage:
-
-
F.D.B. (63214S )GGST Potemkin FDB.pngGuard:
All
Startup:
21~38 [38]
Recovery:
20
Advantage:
-6
Cannot crawl if a low-projectile is reflected
Faust 5PGGST Faust 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
-
6PGGST Faust 6P.pngGuard:
All
Startup:
9
Recovery:
32
Advantage:
-21
-
5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
-
f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
-
5HGGST Faust 5H.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-7
-
j.PGGST Faust j.P.pngGuard:
High
Startup:
7
Recovery:
6
Advantage:
-
-
j.HGGST Faust j.H.pngGuard:
High
Startup:
9
Recovery:
15
Advantage:
-
-
Thrust (41236K)GGST Faust Thrust.pngGuard:
All
Startup:
26
Recovery:
19
Advantage:
-12
-
Milla 5PGGST Millia Rage 5P.pngGuard:
All
Startup:
7
Recovery:
7
Advantage:
-2
-
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
-
5HGGST Millia Rage 5H.pngGuard:
All
Startup:
12
Recovery:
23
Advantage:
-8
-
j.PGGST Millia Rage j.P.pngGuard:
High
Startup:
5
Recovery:
12
Advantage:
-
-
j.KGGST Millia Rage j.K.pngGuard:
High
Startup:
6
Recovery:
12
Advantage:
-
-
j.SGGST Millia Rage j.S.pngGuard:
High
Startup:
7
Recovery:
14
Advantage:
-
-
j.DGGST Millia Rage j.D.pngGuard:
High
Startup:
9
Recovery:
27
Advantage:
-
-
Tandem Top (236SGGST Millia Rage Tandem Top Full.pngGuard:
All
Startup:
12
Recovery:
Total 45
Advantage:
-14
/ 236H)GGST Millia Rage Tandem Top Full.pngGuard:
All
Startup:
73
Recovery:
Total 51
Advantage:
-
-
Zato 5PGGST Zato-1 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
-
6PGGST Zato-1 6P.pngGuard:
All
Startup:
12
Recovery:
12
Advantage:
-6
-
2HGGST Zato-1 2H.pngGuard:
All
Startup:
13
Recovery:
26
Advantage:
-13
Cannot be crouched point-blank
6HGGST Zato-1 6H.pngGuard:
All
Startup:
30
Recovery:
11
Advantage:
-4
-
j.PGGST Zato-1 j.P.pngGuard:
High
Startup:
8
Recovery:
15
Advantage:
-
-
j.SGGST Zato-1 j.S.pngGuard:
High
Startup:
9
Recovery:
14
Advantage:
-
-
j.DGGST Zato-1 j.D.pngGuard:
High
Startup:
11
Recovery:
22
Advantage:
-
-
Ram 5PGGST Ramlethal Valentine 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
-
6PGGST Ramlethal Valentine 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
-
5KGGST Ramlethal Valentine 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
-
j.PGGST Ramlethal Valentine jP.pngGuard:
High
Startup:
5
Recovery:
8
Advantage:
-
-
j.SGGST Ramlethal Valentine jS.pngGuard:
High
Startup:
12
Recovery:
24
Advantage:
-
-
j.DGGST Ramlethal Valentine jD.pngGuard:
High
Startup:
10
Recovery:
-
Advantage:
-
? ? ? Can be crawled but back part of hitbox cannot
Bajoneto (236SGGST Ramlethal Valentine Bajoneto S.pngGuard:
All
Startup:
20
Recovery:
Total 37
Advantage:
+9
/ 236H)GGST Ramlethal Valentine Bajoneto H.pngGuard:
All
Startup:
20
Recovery:
Total 43
Advantage:
+3
H version cannot be back-crawled in a block string - must switch to forward crawl. Low explosion cannot be crawled.
Leo 5PGGST Leo Whitefang 5P.pngGuard:
All
Startup:
5
Recovery:
6
Advantage:
-1
-
6PGGST Leo Whitefang 6P.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-5
-
5KGGST Leo Whitefang 5K.pngGuard:
All
Startup:
9
Recovery:
13
Advantage:
-3
-
f.SGGST Leo Whitefang f.S.pngGuard:
All
Startup:
12
Recovery:
21
Advantage:
-13
Cannot crawl at close range
j.PGGST Leo Whitefang jP.pngGuard:
High
Startup:
5
Recovery:
9
Advantage:
-
-
j.KGGST Leo Whitefang jK.pngGuard:
High
Startup:
10
Recovery:
25
Advantage:
-
-
j.SGGST Leo Whitefang jS.pngGuard:
High
Startup:
7
Recovery:
17
Advantage:
-
-
j.HGGST Leo Whitefang jH.pngGuard:
High
Startup:
11
Recovery:
19
Advantage:
-
-
Leidenschaft des Dirigenten (632146H)GGST Leo Whitefang Liedenschaft des Dirigenten.pngGuard:
All
Startup:
10+1
Recovery:
43
Advantage:
-33
Can only crawl first hit
Nago 5PGGST Nagoriyuki 5P.pngGuard:
Mid
Startup:
5
Recovery:
9
Advantage:
0
-
6PGGST Nagoriyuki 6P.pngGuard:
Mid
Startup:
12
Recovery:
15
Advantage:
-6
-
f.SNo results Use caution to not crawl into c.S range
2HGGST Nagoriyuki 2HComparison.pngGuard:
Mid
Startup:
19
Recovery:
29
Advantage:
-17
Delay - 2H is very active
j.PGGST Nagoriyuki jP.pngGuard:
High
Startup:
7
Recovery:
12
Advantage:
N/A
-
j.KGGST Nagoriyuki jK.pngGuard:
High
Startup:
7
Recovery:
19
Advantage:
N/A
-
j.SNo results -
j.DNo results -
Gio 5PGGST Giovanna 5P.pngGuard:
All
Startup:
4
Recovery:
9
Advantage:
-2
-
6PGGST Giovanna 6P.pngGuard:
All
Startup:
12
Recovery:
15
Advantage:
-9
-
5KGGST Giovanna 5K.pngGuard:
All
Startup:
6
Recovery:
10
Advantage:
-2
-
5HGGST Giovanna 5H.pngGuard:
All
Startup:
10
Recovery:
19
Advantage:
-5
-
6HGGST Giovanna 6H.pngGuard:
All
Startup:
17
Recovery:
15
Advantage:
-10
-
j.PGGST Giovanna jP.pngGuard:
High
Startup:
6
Recovery:
9
Advantage:
-
-
j.KGGST Giovanna jK.pngGuard:
High
Startup:
6
Recovery:
19
Advantage:
-
-
j.SGGST Giovanna jS.pngGuard:
High
Startup:
7
Recovery:
24
Advantage:
-
-
j.DGGST Giovanna jD 1.pngGuard:
High
Startup:
7
Recovery:
18
Advantage:
-
-
Sol Poente (214S)GGST Giovanna Sol Poente 1.pngGuard:
All, High
Startup:
[4] 27
Recovery:
21
Advantage:
-5
Will only whiff if Faust switches sides during cross-up
Trovão (236K)GGST Giovanna Trovao.pngGuard:
All
Startup:
27
Recovery:
15
Advantage:
+4
-
Anji 5PGGST Anji Mito 5P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-2
-
6PGGST Anji Mito 6P.pngGuard:
All
Startup:
10
Recovery:
25
Advantage:
-17
-
j.PGGST Anji Mito jP.pngGuard:
High
Startup:
9
Recovery:
5
Advantage:
-
-
j.KGGST Anji Mito jK.pngGuard:
High
Startup:
6
Recovery:
15
Advantage:
-
-
j.DGGST Anji Mito jD.pngGuard:
High
Startup:
8
Recovery:
18
Advantage:
-
-
Shitsu (236P)GGST Anji Mito 236P.pngGuard:
All
Startup:
29
Recovery:
Total 52
Advantage:
-5
Pressing a button to punish might make the butterfly hit
I-No 5PGGST I-No 5P.pngGuard:
All
Startup:
5
Recovery:
9
Advantage:
-3
-
6PGGST I-No 6P.pngGuard:
All
Startup:
9
Recovery:
18
Advantage:
-9
-
5KGGST I-No 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-2
-
f.SGGST I-No f.S.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-13
-
j.PGGST I-No jP.pngGuard:
High
Startup:
5
Recovery:
12
Advantage:
-
-
j.KGGST I-No jK.pngGuard:
High
Startup:
7
Recovery:
14
Advantage:
-
-
j.DGGST I-No jD.pngGuard:
High
Startup:
16
Recovery:
20
Advantage:
-
-
Chemical Love 214KGGST I-No Chemical Love.pngGuard:
All
Startup:
11
Recovery:
22
Advantage:
-2
-
Sultry Performance j.236HGGST I-No Sultry Performance 3.pngGuard:
All
Startup:
9
Recovery:
Until Landing + 6
Advantage:
?(-7)
-
Ultimate Fortissimo 632146S GGST I-No Ultimate Fortissimo-2.pngGuard:
All (Guard Crush)
Startup:
7+2
Recovery:
13
Advantage:
+26
Ground version can be crawled after blocking start-up hit. TK fortissimo cannot be crawled.
Goldlewis 5PGGST Goldlewis Dickinson 5P.pngGuard:
All
Startup:
7
Recovery:
6
Advantage:
+3
-
6PGGST Goldlewis Dickinson 6P.pngGuard:
All
Startup:
12
Recovery:
27
Advantage:
-19
-
f.SGGST Goldlewis Dickinson f.S.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-7
-
6HGGST Goldlewis Dickinson 6H.pngGuard:
All
Startup:
25
Recovery:
30
Advantage:
-14
Cannot be back crawled up close
j.PGGST Goldlewis Dickinson jP.pngGuard:
High
Startup:
6
Recovery:
12
Advantage:
-
-
j.SGGST Goldlewis Dickinson jS.pngGuard:
High
Startup:
11
Recovery:
13
Advantage:
-
-
Skyfish (236S)GGST Goldlewis Dickinson Skyfish.pngGuard:
All
Startup:
35
Recovery:
84 Total
Advantage:
-13
cannot switch directions during crawl
Jack-O 5PGGST Jack-O 5P.pngGuard:
All
Startup:
5
Recovery:
8
Advantage:
-2
-
6PGGST Jack-O 6P.pngGuard:
All
Startup:
10
Recovery:
20
Advantage:
-12
-
5KGGST Jack-O 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-4
-
f.SGGST Jack-O fS.pngGuard:
All
Startup:
11
Recovery:
17
Advantage:
-9
-
2SGGST Jack-O 2S.pngGuard:
All
Startup:
9
Recovery:
22
Advantage:
-15
-
5HGGST Jack-O 5H.pngGuard:
All
Startup:
10
Recovery:
23
Advantage:
-6
Cannot be ducked up close/on start-up
6HGGST Jack-O 6H.pngGuard:
All
Startup:
8,19
Recovery:
14
Advantage:
-6
-
j.PGGST Jack-O jP.pngGuard:
High
Startup:
6
Recovery:
6
Advantage:
-
-
j.HGGST Jack-O jH.pngGuard:
High
Startup:
11
Recovery:
32
Advantage:
+5 (IAD)
-
Throw Servant (6P/K/S/H/D)GGST JackO Throw Servant.pngGuard:
All
Startup:
12
Recovery:
Total 27
Advantage:
+5
Cannot be ducked where servant lands
Happy Chaos 5PGGST Happy Chaos 5P.pngGuard:
All
Startup:
5
Recovery:
7
Advantage:
-1
-
6PGGST Happy Chaos 6P.pngGuard:
All
Startup:
9
Recovery:
25
Advantage:
-16
-
5KGGST Happy Chaos 5K.pngGuard:
All
Startup:
6
Recovery:
12
Advantage:
-3
-
f.SGGST Happy Chaos fS.pngGuard:
All
Startup:
10
Recovery:
21
Advantage:
-14
-
6SGGST Happy Chaos 6S.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-14
-
j.PGGST Happy Chaos jP.pngGuard:
High
Startup:
5
Recovery:
18
Advantage:
-
-
j.KGGST Happy Chaos jK.pngGuard:
High
Startup:
7
Recovery:
18
Advantage:
-
-
Fire (]H[)GGST Happy Chaos H.pngGuard:
All
Startup:
1
Recovery:
-
Advantage:
+23
? ? ? Can track Faust while crawling making crawling while gun is drawn dangerous
Baiken 6PGGST Baiken 6P.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-10
-
5KGGST Baiken 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-3
-
6KGGST Baiken 6K.pngGuard:
All
Startup:
12
Recovery:
10
Advantage:
-5
-
f.SGGST Baiken fS.pngGuard:
All
Startup:
9
Recovery:
15
Advantage:
-7
-
j.PGGST Baiken jP.pngGuard:
High
Startup:
5
Recovery:
13
Advantage:
-
-
j.KGGST Baiken jK.pngGuard:
High
Startup:
7
Recovery:
12
Advantage:
-
-
j.SGGST Baiken jS.pngGuard:
High
Startup:
8
Recovery:
19
Advantage:
-
Can only crawl from IAD height
j.DGGST Baiken jD.pngGuard:
High
Startup:
12
Recovery:
26
Advantage:
-
-
Kabari (41236SGGST Baiken 41236S.pngGuard:
All
Startup:
31
Recovery:
16
Advantage:
+2
/ 41236HGGST Baiken 41236H.pngGuard:
All
Startup:
18
Recovery:
19
Advantage:
-3
)
-
Kabari Follow-up (41236H~HGGST Baiken 41236HH.pngGuard:
All
Startup:
11 [23]
Recovery:
14
Advantage:
-7
)
-
Kenjyu (214214PGGST Baiken 214214P.pngGuard:
All (Guard Crush)
Startup:
8+3
Recovery:
-
Advantage:
+5
)
? Explosion cannot be crawled
Testament 5PGGST Testament 5P.pngGuard:
All
Startup:
6
Recovery:
9
Advantage:
-2
-
2PGGST Testament 2P.pngGuard:
All
Startup:
5
Recovery:
10
Advantage:
-3
-
6PGGST Testament 6P.pngGuard:
All
Startup:
11
Recovery:
15
Advantage:
-7
-
5KGGST Testament 5K.pngGuard:
All
Startup:
7
Recovery:
11
Advantage:
-3
Cannot be back crawled up close
f.SGGST Testament fS.pngGuard:
All
Startup:
12
Recovery:
18
Advantage:
-7
-
5HGGST Testament 5H.pngGuard:
All
Startup:
13
Recovery:
25
Advantage:
-8
Cannot be back crawled up close
j.PGGST Testament jP.pngGuard:
High
Startup:
6
Recovery:
10
Advantage:
-
-
j.SGGST Testament jS.pngGuard:
High
Startup:
9
Recovery:
19
Advantage:
-
Cannot be back crawled up close
j.DGGST Testament jD.pngGuard:
High
Startup:
12
Recovery:
22
Advantage:
-
Cannot be back crawled up close
Character Move Backward Crawl (1) Neutral Crawl (2) Forward Crawl (3) Notes

Table Ref.

Items

Bomb

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
70 All - - - - -

  • Explosion triggers Mini Faust
  • Ignites the Afro
  • Can be batted by 5D, allowing you to send it towards your opponent without waiting for it to land first
  • Striking the bomb extends the active frames and hitstop of the attack used

Classic Faust item with a new twist. The bomb will explode after a set period of time. Both players can use attacks to knock the bomb up and away while the fuse is lit. Striking the bomb allows you to gatling from or special cancel your attack if it can normally do so.

You can hit it at varying angles depending on which move you use, for example; 2S will send it extremely high up and often times will catch jump ins from the other side of the screen. Keep in mind though that your opponent can also hit the bomb back, so time your attacks right using moves with minimal recovery frames, like 2P or 5P to catch them off guard. Try to place the bomb well-above the opponent's head or behind them so it can't be contested before it explodes.

Additionally, the explosion pollutes the screen with visual noise. This can be used as cover for approaching the opponent, or to cover his other items/summons.


Banana

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Heal 20 - - - - - -

  • Can be batted by 5D, in an attempt to force feed your opponent. Also works if Faust only throws the peel.

Faust throws a banana. Like the Donut, eating it grants a small amount of health. After being consumed by either player, the peel is flung backwards roughly one character length, where it has a persistent hitbox and can make characters slip when touched, briefly making them airborne for a possible air follow up and ruining some ground-based set-ups.

It is also possible for Faust to randomly toss a lone peel, which makes oki and pressure with it more straightforward.

If either a peel or a full banana are out, the chances of Faust tossing a novel banana or peel are decreased.

Donut

Afro

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 All - - - - -

  • Can be batted by 5D, potentially surprising your opponent with a flying afro.

Falls slowly. Grants whoever touches it a glorious Afro.

Afro extends the wearer's hurtbox upwards at all times except when landing during blockstun. A character wearing an Afro loses upper body invincibility on their 6P due to the Afro's hurtbox. Characters with Afros on become susceptible to instant overhead setups. Faust, luckily, is quite low during his crouch animation, so he's less affected.

Moves with fire properties, such as j.D, Love!, Bomb, and Meteors, as well as certain moves from other characters, can ignite the Afro, causing it to explode after a short while if triggered. On hit, the explosion happens immediately, whereas on block, it stays ignited for a few seconds before exploding. This delayed explosion guard-crushes the opponent. In both cases, the explosion launches the Afro'd player upwards for a combo on hit. The explosion only affects the Afro'd character.

The Afro explosion causes Guard Crush, denying the victim throw protection on block.

If an Afro'd character blocks a total of 10 hits, the Afro will disappear.

If Faust uses Love! with an Afro on, the move gains additional properties,

Hammer

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50 All 1 - - - -

  • Can be batted by 5D, allowing Faust to use a thrown Hammer more aggressively.
  • Can hit immediately at point-blank range on Axl, Anji, Faust, Potemkin, Nagoriyuki, and Goldlewis. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +21 on hit.

Throws a hammer at the opponent. The hammer itself is a high level attack. The hammer will bounce on whiff, however, giving you a lot of potential for covering your mixup/throw attempts.

The hammer is an active hitbox the second it leaves Faust's hand, meaning it can catch opponents trying to counter item toss with a preemptive jump in. It's presence in general forces your opponent to stay back and let you get more items in.

Mini Faust

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
15,11 (stomps) 15×N (lunge) - - - - - -

Mini Faust, after landing simply walks around back and forth harmlessly until he is triggered into action.

After being thrown, Mini-Faust can be batted by 5D, though difficult to time.

TRIGGERS FOR THE FELLAH:

  • Bumping into your opponent.
  • Being struck by an opponent's attack.
  • Being hit by the explosion from a Bomb.
  • Being hit by the explosion from Love.

1ST PHASE AFTER ACTIVATION: He stomps the ground, dealing two hits in quick succession. This is followed by a pause where there is a sizeable gap.

2ND PHASE AFTER ACTIVATION: Mini-Faust flings himself at the opponent, dealing a number of attacks all at once.

USES FOR THE FELLAH:

  • Coverage for more item tosses
  • Coverage for throw attempts
  • Scarecrow Crossups

It is possible to combo into the first sequence of attacks, follow up, and still combo into the second sequence.

100T Weight

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
100T Weight 25 All 1 63 - - -
Earthquake 0 All 64 2 - - -

  • Guard Crush on Block (Screen Shake)
  • Hard Knockdown on hit.
  • Can be batted by 5D to knock it towards your opponent with very slightly altered air time. It's difficult to time and you'll be unable to avoid it yourself, however.

A heavy weight that shakes the entire screen when it lands, affecting both players. On air hit, it deals damage with minimal knockback. Then, the screen shake hits any player on the ground for a debilitating Guard Crush or Hard Knockdown if they are caught.

Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.

Faust has many options to both contest the air if the opponent jumps, or continue pressure if they commit to blocking. Combine these together with the threat of the screen shake for potent okizeme and approaches from fullscreen.

If an opponent is forced to block this, the Guard Crush state allows for some powerful crossups with Mix Mix Mix (as Guard Crush temporarily removes crossup protection). The Guard Crush state can also allow Faust to go for command throws that will beat an opponent attempting to mash.

The time it takes for the weight to hit the ground after thrown is enough to let Faust get another item tossed and then backdash to not be knocked down. This can be good at long range as your opponent is forced to jump or block while you get to throw more items out.

Trumpet

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
7*n All - - - - -

  • Counts as an attack for whichever character acquires it.
  • Strikes repeatedly and at random intervals for as long as the target is in range.
  • Can be batted by 5D if you think it's too difficult for your opponent to obtain normally.

Throws a trumpet. Whoever picks it up summons a Mini Faust Army that move laterally across the ground in a single wave, starting from the corner behind them toward the other player. A cloud of music notes will appear around said player, which dissipate as the Mini Faust Army appears.

If you pick it up, the opponent will either be forced to block allowing for a mixup, or try to jump into the air where Faust can easily swat them down. It can save/ruin combos, scrambles and whole rounds, so make sure to jockey for it. Faust can use his unique movement options such as Mix Mix Mix, Scarecrow and Bonecrushing Excitement to secure a trumpet, but be wary of an opponent who can exploit these options.

Meteors

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
36(1x) Guard Crush - - - - -

  • Guard Crush on Block
  • Ignites the Afro
  • Can be batted by 5D, if you want to really hit them with a meteor.
  • Meteors fall in a random order
  • May hit from 1 to 5 times, randomly

Faust throws a molten rock up high off screen. After a comically long wait, it and several more meteors come hurtling back down at a slight angle toward the opponent. The blast zone tracks with the opponent from where Faust first spawns the meteor.

Every meteor of this move causes Guard Crush state, leaving players incredibly vulnerable to crossups if they block it (As every new hit needs to be blocked correctly), and quite vulnerable to throw mixups on recovery. Will give you an excellent chance to confirm into damage, or to pull more items (Even Item Super).

Overdrives

Bone-crushing Excitement

632146H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
50, 105 All 16+5 3 48 -32 1~23 Full

  • Hitting an opponent in the corner causes a Wall Break and leaves Faust +36 afterwards.

Faust's only invincible ReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. If used to break the wall, Faust can get a safejump after the hard knockdown, although this is harder to execute against faster reversals. If the move doesn't break the wall, Faust still has time for a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.S, but not enough time for a safejump. OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2D is also an option if it's needed to finish off an opponent. If the initial dive hits OTG the full animation will not initiate, dealing only the initial portion of the damage and leaving Faust very punishable.

This Overdrive has much longer startup than most other reversal ones, so it's liable to be blocked against fast-recovering meaty options. However, by using Purple Roman Cancel to cancel the super during the startup, Faust retains invulnerability frames to avoid attacks and punish with any option of his choosing (and this only costs 50% Tension since the move doesn't actually activate). This is a fantastic reversal option, as Faust can grab to punish an opponent's meaty while not committing to an attack in case they chose to jump or block to bait it.

Because RC startup is not invulnerable, Faust can get hit out of the PRC by cancelling the super too early or if the opponent chooses a delayed or highly active meaty option. Because neither the move nor the RC had time to complete, no meter will be spent in that situation.

W-W-What Could This Be?

236236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 1+7 N/A Total 43 N/A -

Faust reaches inside his scrubs to toss 4 items in rapid succession. Because there's no item lockout, the resulting situation if Item TossGGST Faust What Could This Be.pngGuard:
-
Startup:
26
Recovery:
Total 40
Advantage:
-
keeps being used afterwards can get very silly. It can be used to dominate neutral, provided Faust's far away enough from the opponent or has gotten a knockdown. Potentially strong option after a successful gold burst. As usual, mileage may vary depending on the matchup and what items come out.

If a TrumpetGGST Faust Trumpet.pngGuard:
All
Startup:
-
Recovery:
-
Advantage:
-
is on the stage and Faust has control of it, using this before picking it up guarantees he won't toss another one, which can result in a very favorable situation.

W-W-W-W-W-W-W-W-W-What Could This Be?

236236236P with 100% Tension

External References

Notable Players:

  • ApologyMan (EN)
Twitch: ApologyMan
YouTube: ApologyMan
Twitter: @ApologyMan
  • JuxtAPoser (EN/HE)
Twitch: JuxtAPoserTv
Twitter: @a_juxt
  • Krackatoa (EN)
Twitch: Krackatoa
Twitter: @Koryuken
YouTube: Krackatoa
  • RhagTheDucktle (EN/PT)
Twitch: RhagTheDucktle
  • Nage (JP)
Twitch: nage_pink
YouTube: ナゲ
Twitter: @nage_pink
  • RF (JP)
Twitch: rfrfrf55
YouTube: RF GameCh
Twitter: @rfrfrf555

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Faust


Ambox notice.png To edit frame data, edit values in GGST/Faust/Data.