GGST/Faust/Frame Data
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Faust
Faust

Glossary
System Data Glossary | |
---|---|
Defense | The amount of damage that characters take is multiplied by this number. |
Guts | The amount of damage that characters take decreases as their life lowers. For more info, see here. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Weight | The character's weight class, which determines how fast they fall when being hit in the air. |
Backdash | The total duration, invincibility window and airborne duration of a backdash in frames. |
Forward Dash | The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step. |
R.I.S.C. Gain Modifier | The amount of R.I.S.C. Level characters gain when blocking is multiplied by this modifier. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
High Jump Duration | The total duration of a high jump in frames, if uncanceled. |
High Jump Height | The maximum height of a high jump in in-game units of distance. |
Earliest Forward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed. |
Earliest Backward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed. |
Forward Air Dash Duration | The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense. |
Backward Air Dash Duration | The total duration of a backward air dash in frames, if uncanceled. |
Forward Air Dash Attack Transition | The minimum amount of frames after a forward air dash that an attack can be performed. |
Backward Air Dash Attack Transition | The minimum amount of frames after a backward air dash that an attack can be performed. |
Movement Tension Gain | The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up. |
Jumping Tension Gain | The amount of Tension gained per frame of a forward jump, and for how many frames it is gained. |
Air Dash Tension Gain | The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained. |
Walk Speed | The speed the character walks forward. |
Backwalk Speed | The speed the character walks backward. |
Initial Dash Speed | The starting speed of the character's forward dash. |
Dash Acceleration | The amount of speed gained per frame of forward dashing, prior to friction calculations. |
Friction | The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration. |
Frame Data Glossary | |
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guard | How this attack can be guarded. All non-throws can be air blocked unless otherwise stated. |
startup | Number of frames for this move to reach its first active frame (includes the first active frame). |
active | Number of active frames in this attack. Values in () are for gaps between hits of an attack. |
recovery | Number of frames this move is in a recovery state before returning to neutral. |
onBlock | After blocking this attack, how soon the attacker can act compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. |
onHit | After getting hit by this attack, how soon the attacker can act compared to the defender.
Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. |
riscGain | How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level. |
riscLoss | How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level. |
level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions. |
counter | The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large. |
invuln | Attribute and hitbox invincibility for this move. |
prorate | How much additional damage proration this attack has. There are two types of proration: Initial and Forced. |
wallDamage | The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects. |
inputTension | The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level. |
System Data
- Core Data
Name | Defense | Guts | Prejump | Weight | Backdash | Forward Dash | Unique movement options | R.I.S.C. Multiplier | Movement Tension Gain |
---|---|---|---|---|---|---|---|---|---|
Faust | 1.01 | 0 | 4 | Normal | 20/1~5 strike invuln/1~15 airborne | Crawl, Steerable Air-Dash | 1.1248 |
- Jump Data
Jump duration | Jump height | High Jump duration | High Jump height | Earliest airdash | Earliest air backdash | Airdash duration | Air backdash duration | Airdash cancel | Air backdash cancel | Jumping Tension Gain | Airdash Tension Gain |
---|---|---|---|---|---|---|---|---|---|---|---|
42 | 40.95 | 57 | 75.18 | 3 | 3 | 52 | 28 | 18 | 12 |
Normal Moves
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
5P | 25 | All | 5 | 4 | 8 | -2 | +1 | 500 | 1500 | 0 | Small | 80% | ||
5K | 30 | All | 7 | 8 | 8 | -2 | +1 | 1500 | 1000 | 2 | Small | 90% | ||
c.S | 40 | All | 8 | 6 | 12 | -1 | +3 | 2000 | 1000 | 3 | Mid | 100% | ||
f.S | 33 | All | 12 | 2 | 20 | -8 | -5 | 1500 | 1000 | 2 | Mid | 90% | ||
5H | 40 | All | 13 | 8 | 18 | -7 | -4 | 2500 | 1000 | 4 | Large | 100% | ||
5HH | 60 | 1 | 2 | KD | 2000 | 100% | ||||||||
2P | 25 | Low | 7 | 2 | 11 | -3 | 0 | 375 | 1500 | 0 | Small | 80% | ||
2K | 12×3 | Low | 5 | 2(1)6 | 12 | -2 | +1 | 300×3 | 1000 | 1 | Small | 90% | ||
2S | 32 | All | 11 | 9 | 26 | -19 | -16 | 1500 | 1000 | 2 | Mid | 100% | ||
2H | 40 | Low | 14 | 2 | 29 | -12 | KD | 1875 | 1000 | 4 | Large | 90% | ||
j.P | 20 | High | 7 | 4 | 6 | 375 | 1000 | 0 | Small | 80% | ||||
j.K | 25 | High | 7 | 5 | 18 | 750 | 1000 | 1 | Small | 80% | ||||
j.S | 32 | High | 14 | 3 | 20 | 1125 | 1000 | 2 | Mid | 80% | ||||
j.H | 42 | High | 9 | 5 | 15 | 1500 | 1000 | 3 | Mid | 80% | ||||
j.D | 45 | High | 13 | 6 | 23 | 1125 | 1000 | 2 | Mid | 80% | ||||
6P | 34 | All | 9 | 3 | 32 | -21 | KD | 1500 | 1000 | 2 | Mid | 1-4 Upper Body 5-11 Above Knees | 90% | |
6H | 60 | High | 25 | 9 | 44 | -34 | -31 | 1875 | 1000 | 4 | Large | 80% | ||
j.2K | 39 | All | 10 | Until L | 1500 | 1000 | 2 | Mid | 80% | |||||
2D | 35 | Low | 12 | 3 | 18 | -4 | HKD | 1500 | 1000 | 3 | Large | 90% | ||
5D | 40 | High | 20 | 3 | 26 | -15 | 0 | 1125 | 3000 | 2 | Mid | 80% | ||
5[D] | 50 | High | 28 | 3 | 26 | -10 | KD | 1875 | 1500 | 4 | Mid | 100% |
Special Moves
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
41236K | Thrust | 40 | All | 26 | 12 | 19 | -12 | -9 | 2500 | 1000 | 4 | Very Small | 100% | ||
41236K 4 | Pull Back | 0 | 59 | 1000 | 100% | ||||||||||
41236K 4 H | Home Run! | 80 [120] | 9 | 1000 | 100% | ||||||||||
236P | What Could This Be? | 26 | Total 40 | ||||||||||||
236S | Mix Mix Mix | 13×4 | All | 21 | -7 | HKD | 500×4 | 2000 | 3 | Very Small | 100% | ||||
j.236S | Mix Mix Mix | 13×4 | All | 21 | HKD | 500×4 | 2000 | 3 | Very Small | 100% | |||||
236H | Snip Snip Snip | 70 | Ground Throw | 6 | 1 | 43 | 2500 | 50% | |||||||
j.236P | Love | 18, 27 | All | 27 | Total 48 | KD | 500×2 | 1000×2 | 1, 2 | Very Small | 100% | ||||
j.236P (With Afro) | Love | 18, 41 | All (Guard Crush) | 27 | Total 48 | KD | 500×2 | 1000×2 | 1, 2 | Very Small | 100% | ||||
214P | Scarecrow | 28×2 [28×3] | All | 54 [84] | 11,12 [11,8,3] | 10 [7] | -8 [+7] | HKD | 700×2 [500×3] | 1000 | 2 [2×2, 4] | Very Small | 100% | ||
214K | Scarecrow | 28×2 [28×3] | All | 54 [84] | 11,12 [11,8,3] | 10 [7] | -8 [+7] | HKD | 700×2 [500×3] | 1000 | 2 [2×2, 4] | Very Small | 100% | ||
214S | Scarecrow | 50 [70] | High | 50 [69] | 17 | 36 | -32 [-27] | HKD | 1125 [1875] | 1000 | 2 [4] | Mid | 80% |
Overdrives
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
632146H | Bone-crushing Excitement | 50, 105 | All | 16+5 | 3 | 48 | -32 | HKD | 2500 | 1000 | Very Small | 1~23 Full | 100% | ||
236236P | W-W-What Could This Be? | 1+7 | N/A | Total 43 | N/A | N/A | |||||||||
236236236P | W-W-W-W-W-W-W-W-W-What Could This Be? | 1+7 | N/A | N/A | N/A |
Other
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
Ground Throw | 80 | Ground Throw | 2 | 3 | 38 | HKD +55 | 2600 | 50% | ||||||
Air Throw | 80 | Air Throw | 2 | 3 | Until L+10 | HKD | 2500 | 50% | ||||||
Dash Cancel | Total 26 | |||||||||||||
Bomb | 70 | All | KD | 500 | 1000 | 4 | Very Small | 80% | ||||||
Banana | Heal 20 | 80% | ||||||||||||
Donut | Heal 20 | |||||||||||||
Afro | 40 | All | 2 | 100% | ||||||||||
Hammer | 50 | All | 1 | 500 | 1000 | 4 | Very Small | 80% | ||||||
Mini Faust | 15,11 (stomps) 15×N (lunge) | 100×N | 1000 | 2 | Very Small | 80% | ||||||||
100T Weight | 25 | All | 1 | 63 | HKD | 250 | 1000 | 0 | Very Small | 80% | ||||
Earthquake | 0 | All | 64 | 2 | HKD | 500 | 1000 | 0 | 80% | |||||
Horn | 7*n | All | 100×N | 1000×2 | 1 | Very Small | 80% | |||||||
Meteors | 36(1x) | Guard Crush | 100 | 1000xN | 4 | Very Small | 80% |
Gatling Table
- X = X is available on hit or block
- X[-] = X is available only on hit
- 5HH is only available on ground hit and close to the opponent

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To edit frame data, edit values in GGST/Faust/Data. |
Click [★] for character's full frame data
System Explanations
• HUD • Controls • Frame Data & System Data • Patch Notes •
• Movement/Canceling • Offense • Defense • Damage/Combo • Attack Attributes • Gauges • Misc •