GGST/Faust: Difference between revisions

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Afro does not extend their hurtbox upwards when landing during blockstun. This makes fuzzying off airblocked normals impossible.
Afro does not extend their hurtbox upwards when landing during blockstun. This makes fuzzying off airblocked normals impossible.
During the throw, items will continue to fall to the ground and can be picked up by players, activating their effects. Damaging items won't do anything, afros will be overridden by Snip Snip Snip's afro, and healing items will still give health back.


[Needs validation]
[Needs validation]

Revision as of 03:13, 4 July 2021



Overview
Overview

Faust Faust , classified as a Unique type, is a bizarre underground doctor who misleads the opponent with tricky moves.

Pros
Cons
  • Item Throw: Faust's ability to throw items means he has a way to immediately force a response from the opponent.
  • Good Buttons and Pressure: Faust has an excellent array of pokes to keep the opponent on their toes and to cover throwing items. He also has a command grab to capitalize once they start blocking.
  • Good Milage from RC: j.2K and Scarecrow become very strong once Faust has 50% tension to spare.
  • Unusual Hurtbox: lots of Faust's moves contort and twist his hurtbox, making him difficult to hit and counterpoke.
  • Abare: Faust's 5P is his fastest normal at 6 frames and a lot of his mash options do not lead to very much reward. Faust cannot mash out against tick throw attempts very easily because of this.
  • Post-Super Oki: Faust doesn't get the same oki post wallbreak when doing super that other characters receive.
  • Item Throw: Sometimes you'll throw Horn at your opponent and be really sad. Additionally, many of Faust's items simply do nothing for him. As such, the 'good' items are inherently rare. Coupled with What Could This Be's lackluster speed, this makes item throw risky most of the time, and practically throwing neutral sometimes. Sadly, that response you're forcing isn't in your favor.
  • Meter Reliant: Without meter, Faust is limited in ability to aggress on the enemy outside of punish scenarios. j.2K > 236S/236P on normal hit can be interrupted by some 5Ps or reversals letting opponents punish Faust on hit.
  • Damage: Faust's damage output is among the lowest in the game outside of difficult, item specific combos.
Error: No field named "weight" found for any of the specified database tables.
Faust

Normal Moves

5P

Damage GuardHow this attack can be blocked. 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. Invuln
25 All 5 4 8 - -

Faust's fastest normal. Decent hitbox with low whiff recovery. Great for challenging small gaps.

Gatling's into 6P for a confirm into Item Toss, however, that's only at close range.

In situations where you don't have time to confirm, or spacing is not favourable, gatling into 2P at max distance to create a neutral situation for yourself.

5P being 6f startup means it can't challenge tight throw attempts, so you might prefer looking at jumping vs. throw attempts instead.

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

5K

Damage GuardHow this attack can be blocked. 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. Invuln
30 All 7 8 8 - -

Strong anti-air option and counterpoke with low whiff recovery.

It's high hitbox means it's vulnerable to moves that go under it (Or opponents running right at you).

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

Because of it's speed, reach, and the fact that's it's jump cancellable, offers up some spicy jump cancel 66BRC punishes where Faust's options might be lacking.

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

c.S

f.S

Damage GuardHow this attack can be blocked. 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. Invuln
34 All 12 2 20 - -

Faust's longest reaching poke. Usually chains into 2H if you're in range to do so, however, at max distance, a 2H will whiff. If you're in that max-range zone, you'll want to let the far.S recover raw or cancel into Item Toss/Scarecrow, depending on the matchup.

Off stray anti-airs at a distance, sometimes far.S > Item Toss as a juggle is all you can get.

Gatling Options: 5H, 2H

5H

5D

Damage GuardHow this attack can be blocked. 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. Invuln
40 High 20 3 26 - -

Uncharged, it makes for a very hard-to-block overhead. Excellent when chained from 2K or done in place of 2K. You'll want to keep your meter to convert off the uncharged version in pressure.

Letting the a fully charged one rip, however, can lead to big reward.

Fully charged can reflect projectiles, even multi-hitters from Ky, Leo, and I-No. Relfects Anji's butterfly, May's beach ball gets blocked but not sent back.

6P

6H

Damage GuardHow this attack can be blocked. 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. Invuln
60 High 25 9 44 - -

Overhead, great counterhit button. Deceptively good prediction whiff punish. Huge aerial hitbox.

Confirms into Scalpel on counterhit. You'll want to wait when you 6H so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option.

Doesn't combo into anything at a distance on normal ground hit.

Super risky if you don't get the counterhit or the air hit. Maybe keep RC on deck for this.

Crawl

1 or 3

Instantly shrinks Faust's hurtbox. The ability to crawl forward allows you to shrink down under certain attacks:

  • Ky Stun Edges
  • Giovanna Flip Kick
  • Certain high-hitbox normals
  • Jump-ins that don't hit deep (Generally speaking, airdash normals)
  • Ram 236S and 236H

2P

2K

3 hits total. Faust's go to low option. Great for catching jump 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.

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

2S

2H

Damage GuardHow this attack can be blocked. 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. Invuln
40 Low 14 2 29 - -

A far-reaching unreactable low that challenges forward movement.

If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.

If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.

2D

j.P

j.K

j.S

j.H

j.D

j.2K

Damage GuardHow this attack can be blocked. 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. Invuln
39 All 10 Until Landing 9 after Landing - -

Incredibly dominant 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.

When you don't have meter, depending on the spacing, it may or may not be safe. 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

No results
Damage GuardHow this attack can be blocked. 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. Invuln

Leaves the opponent in front of Faust in an OTG-able state. Not a bad idea to take the free hit into item toss. Paired with 236S & 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 or an on-screen bomb. Will drain a considerable amount of Nagoriyuki's blood rage meter.

Air Throw

Special Moves

Thrust

41236K

Version Damage GuardHow this attack can be blocked. 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. Invuln
Attack
40 All 26~37 12 19 - -
Pull Back
Thrust -> 4
0 61 2 30 - -
Home Run!
Pull Back -> H
80/100/120 All 8 8 41 - -

Thrust is an excellent challenge when used as a preemptive punish at range. It can challenge movement if the opponent is not reacting cleanly. This can be used to end your strings to frame trap certain options/attempts to jump.

Off air-hit 6H or counter-hit 6H, this will be your main meterless conversion tool, but you'll want to eyeball the timing for the different kinds of 6H hits.

Most 6Ps can go under this attack on reaction.

Faust has three different possible followups to Scalpel when it ground hits.

  1. Whiffing the swing entirely.
  2. Duffing the swing (Sourspot).
  3. Just Frame Kakiiing (Sweetspot).

Overall, just frame is probably better. Sends them full screen, and all can usually be picked up with RC. Just frame can break walls meterlessly, however.

What Could This Be?

236P


Mix Mix Mix

236S (air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

Excellent frame trap option after 5P/2P (Where your trap options are limited) or after pokes where you think the opponent might try to challenge immediately. Try to save 50 bar for when you do this, however, as the move is unsafe on block, even in situations where it's blocked/positioned oddly [More research needs to be done].

Ground version is plus on airblock, Air versions is [???] on airblock. 6P on airblock leads into airblock MMM.

Common combo ender at the wall.

Can be great for corner escape. Throw Love! to cover yourself and run away with Mix Mix Mix.

Pickups from MMM:

Holding any downwards direction going into the 3rd hit, then switching to 1 going into the 4th hit (Or during 4th hit's hitstop), will cause a strange launch creates a larger ground bounce than normal. Usually followed with cS or 5K.

Snip Snip Snip

236H

Damage GuardHow this attack can be blocked. 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. Invuln
70 Ground Throw 6 3 41 - -

Faust's command grab, where he quickly slashes his opponent with his scissor hands, leaving them with an Afro. The Afro is not only an aesthetic change (and makes Potemkin looks like a clown), but it also extends their hitbox upwards as well, allowing him to f-shiki/instant overhead, and allows for interesting setups and conversions. If the opponent is in Afro, and Faust hits them with a j.D, Bomb, or Meteor the opponent's Afro explodes almost immediately; on block the Afro is set on fire and explodes after a while.

The Afro explosion on hit will knock the opponent into the air, allowing for you to perform Faust's powerful anti-air combos without a jumping opponent or meter start. This happens most consistently off of a hit j.D on an Afro'd opponent.

Afro does not extend their hurtbox upwards when landing during blockstun. This makes fuzzying off airblocked normals impossible.

During the throw, items will continue to fall to the ground and can be picked up by players, activating their effects. Damaging items won't do anything, afros will be overridden by Snip Snip Snip's afro, and healing items will still give health back.

[Needs validation] Marginally larger range than regular throw.

[Needs validation] Afro explosions acts as a great cover for frame trap attempts, as cS is normally minus on block.

[Needs Research] How plus is Afro explosion on airblock? Total duration? Frames to afrosplosion?

Love

j.236P

Damage GuardHow this attack can be blocked. 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. Invuln
18, 40 All 27 Total 48 - -

Great cover for item tosses. If someone happens to block this, you're incredibly plus. Can act as a sudden challenge vs. grounded anti-airs when mid-jump.

Use it to cover the ground below you to set up pokes, anti-airs, item tosses, etc.

Very good against committal movement options.

The explosion of the Love! can hurt Faust himself if he is too close to the opponent regardless of if they blocked the attack or not.

Can be challenged if someone jumps up to meet you, or runs all the way underneath before Love! falls.

Scarecrow

214P/K/S (hold OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. 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. Invuln

All versions summon two scarecrows. The P and K versions aren't necessarily mixups, as the opponent will always face the correct scarecrow, but they can be used to catch repositioning attempts - especially during the fallout from item tosses.

214P: Faust occupies the front scarecrow before attacking. Faust has a hurtbox before attacking.

214K: Faust occupies the back scarecrow before attacking. Faust has a hurtbox before attacking.

214S: Faust occupies no scarecrows. He has no hurtbox at all, and falls with a stabbing overhead. This version can be used in some situations to avoid getting hit by certain long range attacks or overdrives, as Faust will be off the screen for a while before re-entering. The position he enters can also end up being behind advancing attacks or supers, which helps to offset its long recovery.

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

While Faust does the spinning attack for the P and K versions, he can move slightly to the left and right. You can use this to make the uncharged version safer on block, and push the opponent closer to the corner with the charged version.

All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. This is where Faust finds the most utility out of Scarecrow.

Items

Bomb

Damage GuardHow this attack can be blocked. 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. Invuln
70 All 68 to Land, 143 After Landing 9 - -

Classic Faust item, although I swear it looks a bit smaller than Xrd. 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, so time your attacks right using moves with minimal recovery frames, like 2P or 5P to catch them off guard.

Your goal will be to get the bomb well-above their head or behind them so it can't be contested before it explodes.

Striking the bomb allows you to gatling from or special cancel your attack if it can normally do so.

Banana

Donut

Afro

Damage GuardHow this attack can be blocked. 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. Invuln
- None 110 To Land 180 - -
40 All (Guard Crush) 120 [15] 6 - -

Falls slowly. Grants whoever touches it a glorious afro.

Afro extends the victim's hurtbox upwards so long as it is there. Characters with afros are more susceptible to instant overhead setups. Faust, luckily, is quite low during his crouch animation, so he's less affected.

Moves with fire property ignite the afro on block, causing it to explode after a short while. This bolsters Faust's ability to mix the opponent. An attempt to go after an opponent's defensive jump/throw break with c.S will still be plus if it's followed by 'Fro-splosion

All moves with fire property explode the afro on hit, causing it to explode immediately.


Hammer

Small Faust

No results
Damage GuardHow this attack can be blocked. 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. Invuln

  • Knocks the opponent down.

Small Faust simply walks around back and forth. If it's hit by Bomb, Love or the trumpet army [ennemy trumpet only]! they will trigger.

Upon triggering, the tiny boi gets super pissed and throws himself at the opponent, dealing multiple, rapid-fire attacks.

Small Faust acts as great cover for more items, Scarecrow mix [potentially], and covering throw/strike mix.


100T Weight

Damage GuardHow this attack can be blocked. 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. Invuln
25 All (Guard Crush) 1 63 - -

Causes a full screen guard crush on block should either character be grounded when it lands, a launch if they aren't blocking. With proper setup can lead to some interesting pickups.

When pulling items repeatedly, you need to react to 100t weight with jump, lest it interrupts your next item.

After throwing this, if you immediately throw a 2nd item and still have time to jump or backdash.

A common setup would be 2D > Throw Weight > Dash up Meaty c.S > Jump cancel to force the Guard Crush. From there, you get a very potent throw mixup.

Horn

Damage GuardHow this attack can be blocked. 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. Invuln
7×N All 69~70 115~117 - -

Throws a horn. Whoever picks it up summons a crowd of small fausts that move laterally across the screen in a wave. Will ruin combos, whole situations and rounds, so make sure to jockey for it. You can use scarecrow to immediately reposition to try to pick it up in some cases.

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.

Meteors

Damage GuardHow this attack can be blocked. 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. Invuln
36 (× 0~6) All (Guard Crush) About 70 Many No - -

Falls quite quickly, however, will give you an excellent chance to confirm into damage, or to pull more items (Even Item Super).

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.

Overdrives

Bone-crushing Excitement

632146H

Damage GuardHow this attack can be blocked. 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. Invuln
42, 88 All 16+5 3 48 - -

Faust's only invincible reversal. Quite slow, so it's liable to be blocked against fast-recovery meaty options.

In some cases, doing a quick confirm into super is a great way to avoid having your combo burst.

If this move connects close to the corner, it will pull them out after the animation. Some items that activate before the super, will only continue once the super animation has finished, leading to some kind of combo potential. Trumpet is a good example of this. It leads to pickup after.

W-W-What Could This Be?

236236P

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

236236236P


45% complete
Page Status %
Overview Needs: Overview paragraph, playstyle description, item toss unique mechanic explanation, more detailed move descriptions. 6/20
Combos Needs combo theory writeup and video examples, plus some reformatting. 4/10
Strategy Highly detailed in some areas, lacking a bit in others, otherwise close to being complete. 15/20
Frame Data Missing active frames on some moves, recovery on most, invuln, attack level, RISC gain, and on hit data for some attacks. 20/50
Click here for the scoring criteria to assess character page completion.


External References

Navigation

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

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