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| You'll want to explore movement options in situations of frame disadvantage to compensate for this. Luckily, Faust's whiff punishment game is quite strong given his reach. If an opponents whiffs a dominant option in front of you, you're well-equipped to punish them for it compared to some other characters. | | You'll want to explore movement options in situations of frame disadvantage to compensate for this. Luckily, Faust's whiff punishment game is quite strong given his reach. If an opponents whiffs a dominant option in front of you, you're well-equipped to punish them for it compared to some other characters. |
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| ==Troubleshooting Situations as Faust== | | ==Troubleshooting Situations Yourself== |
| <big><b>Summary</b></big><br> | | <big><b>Summary</b></big><br> |
| Finding the right set of tools to deal with a situation can be very tricky to figure out. The video below tries to lead you through the process from beginning to end.<br> | | Finding the right set of tools to deal with a situation can be very tricky to figure out. The first video below tries to lead you through the process from beginning to end, and the second two some general ideas about offense and defencse. It can be invaluable (and enjoyable!) to learn and discover things for yourself rather than reading about them with little understanding of why you would do them.<br> |
| <big><b>Video</b></big><br> | | <div style="display: flex; align=centre; flex-wrap: wrap; gap: 10px"> |
| {{#ev:youtube|https://www.youtube.com/watch?v=T0sPEqjm7mw|}} | | {{#ev:youtube|https://www.youtube.com/watch?v=T0sPEqjm7mw|}} {{#ev:youtube|https://www.youtube.com/watch?v=AofLW0NrpD0|}}{{#ev:youtube|https://www.youtube.com/watch?v=wQTp_KCejGE|}} |
| | {{#ev:youtube|https://www.youtube.com/watch?v=_oPB9E56m-M&t|}} |
| | </div> |
| | ---- |
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| ==Offense== | | ==Offense== |
| ===Kara Cancelling Thrust's Follow-ups===
| |
| After using Pullback, Faust can {{keyword|Kara Cancel}} Hole In One! into either of his Overdrives, although [[{{PAGENAME}}#Bone-crushing Excitement|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 creates a weird RPS around burst timing, with early burst beating Bone Crushing Excitement, and late burst beating everything else. Cancelling it into [[{{PAGENAME}}#W-W-What Could This Be?|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.
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| ===Post-2K RPS=== | | ===Post-2K RPS=== |
| {{Card | | {{Card |
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| ** Loses to mashing. | | ** Loses to mashing. |
| }} | | }} |
| | ===<span style="display: none;">Oki Summary</span>=== |
| | {{Card |
| | |header=Oki Summary |
| | |content= # Do {{keyword|meaty attack}} {{clr|S|c.S}} |
| | # Do {{keyword|meaty attack}} {{clr|S|c.S}} a smidge later |
| | # Sudden {{clr|S|j.S}} {{clr|H|j.H}} to bait throws/late jumps |
| | # Throw sometimes |
| | # Bait reversals sometimes |
| | # {{clr|K|2K}} sometimes |
| | # {{clr|K|2K}} {{clr|D|5D}} RC |
| | # Try not to overextend without meter to RC. |
| | }} |
| | |
| | ===Kara Cancelling Thrust's Follow-ups=== |
| | After using Pullback, Faust can {{keyword|Kara Cancel}} Hole In One! into either of his Overdrives, although [[{{PAGENAME}}#Bone-crushing Excitement|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 creates a weird RPS around burst timing, with early burst beating Bone Crushing Excitement, and late burst beating everything else. Cancelling it into [[{{PAGENAME}}#W-W-What Could This Be?|W-W-What Could This Be?]] yields varying results, but gives your opponent less space to play around the Items that appear. |
| | |
| | ==Offense after an Airdash== |
| | |
| | Fausts steerable airdash and unusual air attacks give him great oppurtunity for offense if he is able to airdash at the opponent. While it is possible to do this without any prior setup, it is risky and relies on your opponent not being ready for it. |
| | |
| | More practical is to airdash while covered by an item, or on a knockdown. |
| | |
| | ===Safejumps=== |
| | Faust's steerable airdash gives him access to safejumps off of almost any hard knockdown as long as you are close enough to your opponent. Any air normal can be used to safejump, but the most common choices are {{clr|H|j.H}} and {{clr|D|j.D}}. When airdashing for a safejump, you may choose to instead drift down and whiff an air normal to land and throw your opponent or go for a low. |
| | =====Post 2D Safejumps===== |
| | For any of these safejumps you may omit {{clr|P|236[P]}} and time the safejump more manually. Doing so is harder, but gives you access to meaty [[GGST/Faust/Combos#Crossup_MMM-0|Crossup Mix Mix Mix]] and meaty lows if you whiff your air normal early. |
| | {| class="wikitable" style="width:100%; min-width: 750px" |
| | |- |
| | |{{ComboText|{{clr|P|236[P]}} ▷ IAD[~2] dl. {{clr|D|j.D}}}} |
| | |Anywhere,Anyone,{{clr|3|Medium}} |
| | |Slight delay is required, but eating an item kills frames to make it slightly easier to time properly |
| | |- |
| | |{{ComboText|{{clr|P|236[P]}} ▷ dl. IAD[2] {{clr|H|j.H}}}} |
| | |Anywhere,Anyone,{{clr|H|Hard}} |
| | |This safejump is almost completely manual, but rewarding on hit and on block. If done very cleanly, {{clr|H|j.H}} will give you access to a rising {{clr|K|j.K}} f-shiki on block which you can convert with meter. |
| | |} |
| | =====OTG c.S Safejumps===== |
| | Off OTG {{clr|S|c.S}}, safejumps are much easier to time, but [[GGST/Faust/Combos#Crossup_MMM-0|Crossup Mix Mix Mix]] and whiff into low will not be meaty. Whiff into throw is also easier to time. |
| | {| class="wikitable" style="width:100%; min-width: 750px" |
| | |- |
| | |{{ComboText|IAD[~2] dl. {{clr|D|j.D}}}} |
| | |Anywhere,Anyone,{{clr|3|Medium}} |
| | |Slight delay is required, but eating an item kills frames to make it slightly easier to time properly |
| | |- |
| | |{{ComboText|IAD[2] {{clr|H|j.H}}}} |
| | |Anywhere,Anyone,{{clr|2|Easy}} |
| | |This safejump is autotimed, and will give you an f-shiki on block (convert with meter). The f-shiki is easier if you hold 9 to jump for the IAD. |
| | |} |
| | =====Post 236S Safejumps===== |
| | After 236S, safejumps are fully manual. You may choose to OTG c.s and route accordingly, or you can perform a fully manual safejump with any air normal. Depending on spacing, you'll want to delay your airdash and attack more or less to avoid overshooting, but if you are very close, such as after [[GGST/Faust/Combos#Kara_MMM-0|Kara MMM]], you may want to back up before airdashing. The knockdown timing can vary based on your combo decay and how high up your opponent was at the end of {{clr|S|236S}} as well. |
| | |
| | ===General Airdash Situations=== |
| | {| class="wikitable" style="width:100%; min-width: 750px" |
| | |- |
| | |{{ComboText|IAD[(~)2] {{clr|D|j.D}}}} |
| | |Anywhere, Everyone, {{clr|3|Medium}} |
| | |{{clr|D|j.D}} can be manually steered down, up to +10, but easily ~+8. {{clr|D|j.D}} is often the best button to use when doing a safejump after a hard knockdown, or otg {{clr|S|c.S}}. |
| | |
| | After {{clr|H|236H}} (SnipSnipSnip), {{clr|D|j.D}} will hit meaty and be +10, even without steering. |
| | |
| | Generally, {{clr|S|j.S}} is not useful to use unless you are intending to gatling into {{clr|H|j.H}}. If they are ''not'' steered down, {{clr|D|j.D}} will be +5 and {{clr|S|j.S}} will be +6. |
| | |- |
| | |{{ComboText|IAD[(~)2] {{clr|H|j.H}}}} |
| | |Anywhere, Everyone, {{clr|3|Medium}} |
| | |{{clr|H|j.H}} will typically be +9 after IAD[2], but will whiff on crouching, most pre-jump startup, most crouching normals. However, its huge range means it can be a good option if you are far from your opponent. Can hypothetically be up to +13 with a perfect delay, or when steering fully down after a otg {{clr|S|c.S}} after a ''short'' combo. |
| | |
| | |- |
| | |{{ComboText|IAD[8] {{clr|S|j.S}} {{clr|H|j.H}} ▷ ... )}} |
| | |Anywhere, Everyone, {{clr|2|Easy}} |
| | |IAD[8] {{clr|S|j.S}} will put the {{clr|H|j.H}} at the minimum height, leaving you +13. The steer up coupled with the long delay means this can be used to bait antiairs against some characters. If done on a knockdown, can be {{clr|P|6P}}d always. Can be prone to whiffing behind the opponent, especially if you are airdashing into the corner, so be cautious. {{clr|H|j.H}} will whiff on crouching hit, though {{clr|S|j.S}} will be +5 on crouching hit (can link {{clr|P|5P}}). IAD {{clr|S|j.S}} will take 39f to hit from the first jump input. Being +13 is especially valuable, as it means you can do rising {{clr|K|j.K}} as an {{keyword|f-shiki}}. |
| | |
| | |- |
| | |{{ComboText|IAD[~2] {{clr|P|j.P}} {{clr|P|j.P}} ▷ ({{clr|S|c.S}} ... )}} |
| | |Anywhere, Everyone*, {{clr|4|Hard}} |
| | |Up to +6 if done at the perfect height (Requires specific manual down steer), though the first {{clr|P|j.P}} can often hit later in the active frames or whiff if the opponent is crouching (depending on character), disrupting the height (stable on afro). |
| | |
| | IAD[2] {{clr|P|j.P}} (no delay) will be 0 on block (crouching hit will range from +5 to +7, depending on character - cannot get second {{clr|P|j.P}} from IAD[2]). |
| | |- |
| | |
| | |{{ComboText|IAD (dl.){{clr|S|236S}} [2]}} |
| | |Anywhere, Everyone, {{clr|4|Hard}} |
| | |[[GGST/Faust/Combos#Crossup_MMM-0|Crossup Mix Mix Mix]] from an airdash. Can be as little as -1 on block if the 236 is input slowly to steer down a tiny bit. Easy to get -3. Can link into {{clr|S|c.S}} for a mix loop on hit. |
| | |} |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Show Other Airdashes" data-collapsetext="Close" style="width:100%; max-width: 1350px;" |
| | ! colspan="2" |<big>'''Other Airdash Options'''</big><br>More uncommon or niche situations|| |
| | |- |
| | |{{ComboText|{{clr|K|j.2K}} ( ▷ {{clr|K|2K}}/{{clr|P|2P}} / j.{{clr|S|236S}}/j.{{clr|P|236P}})}} |
| | |Anywhere, Everyone |
| | |{{clr|K|j.2K}} has been included in this section, as it often fulfills a role similar to an IAD in Faust's gameplay. On CH, or a sufficiently close crouching hit, combos into {{clr|S|236S}}. |
| | |
| | Very variable on block, both framedata and spacing. From point blank a {{clr|K|j.2K}} as low as possible will be -2, and leave Faust at point blank spacing. A ''perfectly'' spaced low {{clr|K|j.2K}} can be +4, and outside {{clr|P|5P}} range, but this is not possible to do consistently, do not rely on this. A well spaced low j2k will usually be somewhere unpredicatable between these two values, about -2 is fairly common, and a reasonable default to assume. |
| | |
| | A high {{clr|K|j.2K}} without meter (even on hit) forces Faust into an unfavourable RPS between j.{{clr|S|236S}} and j.{{clr|P|236P}}. |
| | |- |
| | |
| | |{{ComboText|IAD[2] {{clr|K|j.K}} {{clr|K|j.2K}} ▷ ({{clr|K|2K}} ... )}} |
| | |Anywhere, Everyone, {{clr|3|Medium}} |
| | |The {{clr|K|j.2K}} can be up to +4 (minimum height, ''inside'' the opponent) and link into {{clr|K|2K}} on crouching hit. The {{clr|K|j.2K}} can be manually delayed to frametrap, though it is ''extremely'' difficult to do this and also get the perfect height, as a delayed {{clr|K|j.2K}} will whiff from IAD[2], will require manual IAD[~2]. |
| | |
| | IAD[2] {{clr|K|j.K}} (no delay) will be +2 on block (+6 on crouching hit). IAD {{clr|K|j.K}} (and {{clr|P|j.P}}) will take 32f to hit from the first jump input. |
| | |- |
| | |
| | |{{ComboText|IAD[~2] {{clr|P|j.P}} {{clr|K|j.2K}} ▷ ({{clr|K|2K}} ... )}} |
| | |Anywhere, Everyone*, {{clr|4|Hard}} |
| | |The {{clr|K|j.2K}} is ''up to'' +4 if done at the perfect height (minimum height, ''inside'' the opponent) and will frametrap (Requires specific manual down steer), though the first {{clr|P|j.P}} will hit later in the active frames or whiff entirely if the opponent is crouching (depending on character), disrupting the height (stable on afro). |
| | |- |
| | |
| | |{{ComboText|IAD[tap 8] {{clr|K|j.K}} {{clr|D|j.D}} ▷ ({{clr|S|c.S}} ... )}} |
| | |Anywhere, Standing Only, {{clr|3|Medium}} |
| | |Up to +10 if done at the perfect height (Though more usually +6, if IAD[8]), {{clr|D|j.D}} will frametrap. The {{clr|K|j.K}} will whiff entirely on all crouchers, and is prone to whiffing behind also, very unstable. If not cancelled the {{clr|K|j.K}} will be around -7. |
| | |} |
| | |
| | ===Love Oki=== |
| | In the corner, ending with {{clr|D|j.D}} {{clr|P|236P}} will net you a meaty love. This gives you projectile oki, giving you uncontestable and reliable plus frames, and covering you for other options. One particular invaluable option is to airdash in after the Love, though this will sometimes get you hit by wakeup reversals. |
| | |
| | It is also possible to land a meaty Love from any hard knockdown midscreen by just jumping, and doing love. However, the setups described below will not work as you will be at a lower height, and it is easy to accidentally hit yourself with it. This is most likely to be useful against Baiken or Anji, with their parries beating safejumps. |
| | <div style="display: flex; flex-wrap: wrap; gap: 10px"> |
| | [[File:GGST Faust Strategy Basic Love Oki.webm|thumb|thumbtime=4|The Basic Idea]] |
| | [[File:GGST Faust Strategy Love Oki F-Shiki.webm|thumb|thumbtime=5|A good way to f-shiki]] |
| | [[File:GGST Faust Strategy Love Oki Crouching Hit.webm|thumb|thumbtime=4|Dealing with Crouching]] |
| | </div> |
| | |
| | {|class="wikitable" style="width:100%; min-width: 500px; max-width: 1350px;" |
| | |{{ComboText|{{clr|S|c.S}} {{clr|S|2S}} {{clr|S|236S}}[6661], {{clr|S|c.S}} {{clr|K|j.K}} {{clr|D|j.D}} {{clr|P|236P}}}}||The most common way to route into love oki is after a Mix loop approaching the corner, when you don't want to break the wall. This will work independently of the exact starter. After the Love, you can dash up and {{clr|S|c.S}}, or throw, or other pressure as desired. |
| | |- |
| | |{{ComboText|... {{clr|S|c.S}} 9 {{clr|K|j.K}} {{clr|D|j.D}} j.{{clr|P|236P}}<br>AD {{clr|S|j.S}} {{clr|H|j.H}} ▷ 9 (f-shiki) {{clr|K|j.K}} RC?}} ||If you airdash after the Love, you can get a {{clr|S|j.S}} {{clr|H|j.H}} followup, which leaves you +13. This is plus enough to do an {{keyword|f-shiki}} {{clr|K|j.K}}, though you will need to spend meter convert. There are quite a few alternative ways to spend meter, see below section for more. |
| | Awkwardly, if the opponent crouches and gets hit by the {{clr|S|j.S}}, the {{clr|H|j.H}} will whiff, disrupting the setup. The {{clr|S|j.S}} will be +5 on hit, so it is not the end of the world, but can be challenging to react and adapt to. |
| | |- |
| | |{{ComboText|... {{clr|S|236S}}[6661], {{clr|S|c.S}} 9 {{clr|K|j.K}} {{clr|D|j.D}} j.{{clr|P|236P}} <br> AD[2] {{clr|S|j.S}} ▷ {{clr|S|c.S}} ...}}||Variant to call out preemptive crouching from the opponent. |
| | |} |
| | The below section is an alternative way to do Love oki, cutting the {{clr|D|j.D}} for a lower love, giving much more potential variation in the setup. However, unlike the version above, it is fairly challenging to have the Love hit meaty and catch jump, and requires a difficult manual delay. There is no reason to go for this version over the above if you do not intend to airdash. |
| | |
| | {|class="wikitable" style="width:100%; min-width: 500px; max-width: 1350px;" |
| | |{{ComboText|{{clr|S|c.S}} {{clr|S|2S}} {{clr|S|236S}}[6661], {{clr|S|c.S}} dl.jc.9 {{clr|K|j.K}} j.{{clr|P|236P}} AD}}||It is very important to delay the jump cancel for as long as possible, so the opponent falls as low as possible, otherwise the first hit of Love will whiff and the opponent can easily jump out.|| |
| | |- |
| | |{{ComboText|... dl.jc.9 {{clr|K|j.K}} j.{{clr|P|236P}} <br>AD[8] {{clr|S|j.S}} {{clr|H|j.H}}}}||+12 {{clr|H|j.H}}, which is plus enough to lead into f-shiki {{clr|K|j.K}} - see below section for advice on that.|| |
| | |- |
| | |{{ComboText|... dl.jc.9 {{clr|K|j.K}} j.{{clr|P|236P}} <br>AD([tap 2]) {{clr|S|j.S}} {{clr|K|2K}}}}|| Going low after the {{clr|S|j.S}}, instead of high the the {{clr|H|j.H}}. Tapping 2 during the airdash will make it gapless, steering neutral will frametrap instead.|| |
| | |- |
| | |{{ComboText|... dl.jc.9 {{clr|K|j.K}} j.{{clr|P|236P}} <br>AD[2] {{clr|S|j.S}}(whiff) ({{clr|K|2K}})}}||Going low after the airdash instead. You will be +11 after the {{clr|S|j.S}}(whiff), so can gaplessly string from the Love|| |
| | |- |
| | |{{ComboText|... dl.jc.9 {{clr|K|j.K}} j.{{clr|P|236P}} <br>AD[2] {{clr|P|j.P}} {{clr|P|j.P}}}}||Double overhead from a down steer - your opponent can attempt to predict whether you are going high or low from the way you steer the airdash, and this option is excellent at disrupting that. First {{clr|P|j.P}} will be +1 (autotimed command grab, frametrap with {{clr|K|j.2K}}), second will be +6.|| |
| | |- |
| | |{{ComboText|... dl.jc.9 {{clr|K|j.K}} j.{{clr|P|236P}} <br>AD[2] {{clr|P|j.P}} {{clr|K|j.2K}}}}||Frametrap, complement the idea of grabbing after 1 {{clr|P|j.P}}. {{clr|K|j.2K}} will be +3 on block here, so will combo into {{clr|K|5K}} on normal crouching hit.|| |
| | |- |
| | |} |
| | |
| | ===F-shiki setups=== |
| | |
| | ===Items and Airdashes=== |
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| ==Defense== | | ==Defense== |
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| ==Advanced Defensive Options== | | ==Advanced Defensive Options== |
| | ===Crawl=== |
| | |
| | Instantly shrinks Faust's hurtbox, letting Faust low profile under certain attacks. |
| | |
| | Faust can crawl by pressing either down forward, or downback. Unlike other characters, this will not result in him simply crouching, but moving slowly forward or back with a low profile hurtbox. Usually, crawling backwards will not result in Faust low profiling, as he will instead crouch block (which is not low profile.) |
| | Generally speaking, crawl is frame 1 low profile in neutral, and frame 2 low profile if Faust is leaving blockstun (see below for more thorough explanation). |
| | |
| | Typically, simply holding down back will not have Faust low profile anything. This is due to proximity blocking: when most attacks get near to hitting an opponent, they will cause them to start a blocking animation before it even hits. For crawl, this means that back crawl will usually swap to crouch blocking, which is not low profile. |
| | Faust can get around this by instead forward crawling; holding down forward will not try to block, and will instead low profile. However, this means that Faust is not blocking at all, and so leaves him very vulnerable while attempting this. |
| | |
| | When Faust is acting from a neutral situation or on wakeup, both forward and back crawl are frame 1. This allows Faust to go under many projectiles and some pokes fairly easily. If Faust is leaving blockstun, then Forward Crawl is frame 2 if Faust would be proximity blocking, and frame 1 otherwise. This means that Crawl can always be hit by 1F frametraps, even if the second attack can be low profiled. |
| | |
| | If Faust is exiting blockstun and was crouch blocking, then back crawl will not start until frame 12 if Faust simply holds 1, so will typically not low profile anything. However, it is possible for Faust to backcrawl on frame 2 if he swaps to down back, instead of simply holding 1. This can be achieved either by stand blocking the previous attack and then swapping to 1, or by standing very briefly and then swapping back to 1. Note that Faust must visually stand for a least a frame, this cannot be done during blockstun. While generally this will simply have Faust still proximity crouch block, against attacks that do not trigger proximity blocking (for example Rams Sword throws, Baikens Kabari, and many fS at long range), this can be extremely potent and extremely difficult or impossible to call out. |
| | |
| | See the Table below for a full list of crawlable moves. |
| | |
| | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View All Crawlable Moves" data-collapsetext="Close" style="width:100%; min-width: 800px; max-width: 1400px;" |
| | ! colspan="6" |S3 Crawl Table v1.2 |
| | |- |
| | || |
| | |Moves that can be crawled with downforward crawl. |
| | ||Notable (not exhaustive list of) moves that can be downback crawled fairly easily in neutral. |
| | ||Moves that can only be crawled at distance. |
| | ||Air moves were tested by cancelling out of an airdash. |
| | ||Additional notes. Note that the ''number'' of moves that can be crawled is far less significant that ''which'' and ''when''. For example, many characters 2H does not reach after f.S, even if 2H cannot be crawled. |
| | |- |
| | ! Character !! Crawl (forward) !! Far Back Crawl!! Far Front Crawl!! Air !! Notes |
| | |- |
| | |
| | |{{Character Label|GGST|Sol Badguy|label=Sol}} || |
| | {{clr|H|2H}}, |
| | {{clr|P|5P}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}}, |
| | {{clr|S|6S}}, |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label={{clr|K|236K}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236KK|label={{clr|K|236KK}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=41236H|label={{clr|H|41236H}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{clr|S|6S}} |
| | || |
| | {{clr|H|5H}} |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|H|j.H}}, |
| | {{clr|D|j.D}} |
| | || |
| | {{clr|H|5H}} can only be crawled at range, but this can be very useful after an FD'd {{clr|S|f.S}}. Crawling {{clr|S|f.S}} can also be extremely useful. |
| | |- |
| | |{{Character Label|GGST|Ky Kiske|label=Ky}} || |
| | {{clr|P|2P}}, |
| | {{clr|P|5P}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}}, |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label={{clr|S|236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label={{clr|H|236H}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label={{clr|P|236236P}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label={{clr|S|236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label={{clr|H|236H}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label={{clr|P|236236P}}}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|D|j.D}} |
| | ||All projectiles can be down back crawled on wakeup, which can limit Ky's okizeme options. |
| | |
| | |- |
| | |{{Character Label|GGST|May|label=May}} || |
| | {{clr|P|5P}}, |
| | {{clr|S|f.S}}, |
| | {{MiniMoveCard|game=GGST|chara=May|input=[2]8S|label={{clr|S|[2]8S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=May|input=[2]8H|label={{clr|H|[2]8H}}}}, |
| | {{clr|P|6P}} |
| | || |
| | {{clr|S|f.S}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|D|j.D}}, |
| | {{MiniMoveCard|game=GGST|chara=May|input=j.2H|label={{clr|H|j.2H}}}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Axl|label=Axl}} || |
| | {{clr|S|2S}}, |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|P|6P}} |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.236H|label=IAS {{clr|H|j.236H}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{clr|P|5P}} |
| | || |
| | {{clr|S|f.S}} |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|D|j.D}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Chipp Zanuff|label=Chipp}} || |
| | {{clr|P|2P}}, |
| | {{clr|P|5P}}, |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}}, |
| | {{clr|P|6P}}, |
| | {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label={{clr|K|236S 236K}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}} |
| | {{clr|K|5K}} |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|D|j.D}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Potemkin|label=Potemkin}} || |
| | {{clr|H|2H}}, |
| | {{clr|P|5P}}, |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}}, |
| | {{clr|P|6P}}, |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=63214S|label={{clr|S|63214S}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}} |
| | || |
| | || |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Faust|label=Faust}} || |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}}, |
| | {{clr|P|6P}}, |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label={{clr|K|41236K}}}} |
| | || |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}}, |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label={{clr|K|41236K}}}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|H|j.H}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Millia|label=Millia}} || |
| | {{clr|P|5P}}, |
| | {{clr|H|5H}}, |
| | {{clr|P|6P}}, |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label={{clr|S|236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|H|236H}}}} |
| | || |
| | {{clr|H|5H}}, |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label={{clr|S|236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|H|236H}}}} |
| | || |
| | {{clr|K|5K}} |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|H|j.H}}, |
| | {{clr|D|j.D}} |
| | || |
| | Both versions of Tandem Top can be crawled, netting punishes on the {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label={{clr|S|S}} Version}}, or disrupting Oki on the {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|H|H}} Version}}. |
| | |- |
| | |{{Character Label|GGST|Zato|label=Zato}} || |
| | {{clr|H|2H}}, |
| | {{clr|P|5P}}, |
| | {{clr|P|6P}}, |
| | {{clr|K|6K}}, |
| | {{clr|H|6H}} |
| | || |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.P}}, |
| | {{clr|S|j.S}}, |
| | {{clr|D|j.D}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Ramlethal|label=Ramlethal}} || |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|P|6P}}, |
| | {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label={{clr|S|236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|H|236H}}}} |
| | || |
| | {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label={{clr|S|236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|H|236H}}}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}} |
| | ||Ramlethals Sword Throws can be particularly disruptive - see body text above for how to downback crawl them. |
| | |
| | |- |
| | |{{Character Label|GGST|Leo Whitefang|label=Leo}} || |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[s/h] h/s|label={{clr|H|[S] H}}}} |
| | || |
| | {{clr|K|6K}}, |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[s/h] h/s|label={{clr|H|[S] H}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=bt.P|label={{clr|P|bt.P}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=bt.S|label={{clr|S|bt.S}}}} |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|D|j.D}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} || |
| | {{clr|P|2P}}, |
| | {{clr|H|2H}}, |
| | {{clr|P|5P}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}} |
| | || |
| | {{clr|H|2H}}, |
| | {{clr|S|f.S}} |
| | || |
| | {{clr|K|5K}} |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|D|j.D}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Giovanna|label=Giovanna}} || |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|H|5H}}, |
| | {{clr|P|6P}}, |
| | {{clr|H|6H}}, |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=214K|label={{clr|K|214K}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label={{clr|K|236K}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label={{clr|S|214S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=623S|label={{clr|S|623S}}}} |
| | || |
| | {{clr|K|5K}}, |
| | {{clr|H|5H}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|H|j.H}}, |
| | {{clr|D|j.D}} |
| | || |
| | All of Giovanna's special moves can be crawled, making hitting crawl challenging in some situations. |
| | |
| | |- |
| | |{{Character Label|GGST|Anji|label=Anji}} || |
| | {{clr|P|5P}}, |
| | {{clr|P|6P}}, |
| | {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label={{clr|S|236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label={{clr|P|236P}}}}, |
| | |
| | || |
| | {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label={{clr|P|236P}}}} |
| | || |
| | {{clr|K|5K}} |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|D|j.D}} |
| | ||{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Butterfly}} can be down back crawled even on wakeup, which can disrupt Anji's timing. |
| | |
| | |- |
| | |{{Character Label|GGST|I-No|label=I-no}} || |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}} |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=214S|label={{clr|S|214S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label={{clr|K|214K}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=214S|label={{clr|S|214S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label={{clr|K|214K}}}}, |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=j.236H|label=IAS {{clr|H|j.236H}}}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|D|j.D}}, |
| | ||{{clr|D|j.D}} can be crawled, even out of a low {{clr|S|j.S}}. |
| | |
| | |- |
| | |{{Character Label|GGST|Goldlewis|label=Goldlewis}} || |
| | {{clr|P|2P}}, |
| | {{clr|P|5P}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}}, |
| | {{clr|H|6H}}, |
| | {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S|label={{clr|S|236S}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{clr|H|6H}}, |
| | {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S|label={{clr|S|236S}}}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|S|j.S}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Jack-O'|label=Jack-O'}} || |
| | {{clr|S|2S}}, |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}}, |
| | {{clr|H|6H}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}} |
| | || |
| | {{clr|H|5H}} |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}} |
| | ||Only the Second hit of {{clr|H|5H}} can be crawled. |
| | |- |
| | |{{Character Label|GGST|Happy Chaos|label=Happy Chaos}} || |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}}, |
| | {{clr|S|6S}}, |
| | {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S|label={{clr|S|236S}}}} |
| | || |
| | {{clr|S|f.S}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|D|j.D}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Baiken|label=Baiken}} || |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}}, |
| | {{clr|K|6K}}, |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|S|41236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|H|41236H}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=j.236S|label=IAS {{clr|S|j.236S}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|S|41236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|H|41236H}}}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|D|j.D}} |
| | ||Crawling Kabari can be particularly disruptive and difficult to call out. |
| | |
| | |- |
| | |{{Character Label|GGST|Bridget|label=Bridget}} || |
| | {{clr|P|5P}}, |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}}, |
| | {{clr|P|6P}}, |
| | {{clr|H|6H}}, |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=236KK|label={{clr|K|236KK}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=236S|label={{clr|S|236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=214S|label={{clr|S|214S}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}}, |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=236S|label={{clr|S|236S}}}}, |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=214S|label={{clr|S|214S}}}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|H|j.H}}, |
| | || |
| | |- |
| | |
| | |- |
| | |{{Character Label|GGST|Testament|label=Testament}} || |
| | {{clr|P|2P}}, |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}}, |
| | {{clr|P|6P}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|D|j.D}} |
| | || |
| | |- |
| | |
| | |- |
| | |{{Character Label|GGST|Sin|label=Sin}} || |
| | {{clr|P|2P}}, |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}}, |
| | {{clr|P|6P}}, |
| | {{clr|H|6H}}, |
| | {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=236H|label={{clr|H|236H}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=236H|label={{clr|H|236H}}}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|H|j.H}} |
| | || |
| | |
| | |- |
| | |{{Character Label|GGST|Bedman|label=Bedman}} || |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|P|6P}}, |
| | {{MiniMoveCard|game=GGST|chara=Bedman|input=236P|label={{clr|P|236P}}}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{MiniMoveCard|game=GGST|chara=Bedman|input=236P|label={{clr|P|236P}}}} |
| | || |
| | || |
| | {{MiniMoveCard|game=GGST|chara=Bedman|input=j.S|label={{clr|S|j.S}}}} |
| | ||Error version of {{MiniMoveCard|game=GGST|chara=Bedman|input=!P|label={{clr|P|236P}}}} can also be crawled, Install Error {{MiniMoveCard|game=GGST|chara=Bedman|input=13C !P|label={{clr|P|236P}}}} cannot. |
| | |
| | |- |
| | |{{Character Label|GGST|Asuka|label=Asuka}} || |
| | {{clr|P|5P}}, |
| | {{clr|K|5K}}, |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}}, |
| | {{clr|P|6P}} |
| | || |
| | {{clr|S|f.S}}, |
| | {{clr|H|5H}} |
| | || |
| | || |
| | {{clr|P|j.P}}, |
| | {{clr|K|j.K}}, |
| | {{clr|S|j.S}}, |
| | {{clr|H|j.H}} |
| | ||No Spells can be entirely crawled. |
| | |
| | |- |
| | |{{Character Label|GGST|Johnny|label=Johnny}} || |
| | || |
| | || |
| | || |
| | ||Currently Untested. |
| | |
| | |- |
| | |{{Character Label|GGST|Elphelt Valentine|label=Elphelt}} || |
| | || |
| | || |
| | || |
| | ||Currently Untested |
| | |} |
| | * Alternative list of attacks: [https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qcEV2EDnGienJB8UTcbuEg link] |
| | * Visual crawling guides: [https://www.youtube.com/playlist?list=PLkDgiCh4D2G_Wxlw3W9TDkQjFb_237M3T link] |
| | |
| | |
| ===YRC=== | | ===YRC=== |
| {{Card | | {{Card |
Line 150: |
Line 808: |
| ==Playing Around with Items== | | ==Playing Around with Items== |
| {{Card | | {{Card |
| |content= | | |content=<div align=center> |
| ===Bomb=== | | ===Bomb=== |
| Pulses 6 times before blowing up. Extends active frames of whatever attack connects with it. Can be hit back and forth by both players, often turning into a kind of "bomb tennis" minigame. Different attacks will launch the bomb in different arcs:
| | [[File:GGST Faust Bomb.png|100px]] |
| * {{clr|D|5D}} hits the bomb at a high arc that can be hard to challenge, though the 26f recovery leaves you relatively open. Best used at far spacings where you're harder to punish for it.
| | </div> |
| * {{clr|S|2S}} launches the bomb high into the air. Done early, it can be used to prevent the opponent from contesting it or making an air approach before it explodes.
| | <Tabber> |
| * {{clr|H|2H}} can be used as a scary preemptive counterpoke when you expect the opponent to hit it back. Due to the extended frames it will put your/their animation into (whoever hits it first), as well as {{clr|H|2H}}'s disjointed hitbox, you have good chances of getting a big CH that can lead into situational combos.
| | In Neutral= |
| * {{clr|K|5K}} can be put out preemptively after knocking the bomb toward the opponent; thanks to its high active frames and low whiff recovery, it's likely to knock it away in midair as they return it.
| |
| * {{clr|P|2P}} is a quick, low-commitment button to get the bomb over quickly, useful especially for baiting a return attempt when the bomb is near detonation.
| |
| * {{clr|K|2K}} can be used to hit a bomb inside Faust's hurtbox. Usually this can occur when an opponent pushes the bomb back towards you. When no other button will cover it and you can't back up, try to throw this out and prevent having to block.
| |
|
| |
|
| As the bomb has its own hurtbox, it behaves like Jack-O's servants or Zato's Eddie. Players who hit the bomb with an attack will be stuck in hitstop while the other player is unrestricted. It's best to use attacks with a low attack level or not hit the bomb at all if the bomb is reaching the end of its life.
| | Tennis!<br> |
| | Both players can hit the bomb back and forth to each other, which will explode after about 3 seconds, pulsing 6 times. The explosion can hit both of you, so be very careful. Generally, you want the bomb to explode on the opponent, rather than yourself :) |
|
| |
|
| When playing the "bomb tennis" minigame, it's best to keep the bomb by your side and throw it back right before it explodes to prevent your opponent from throwing it back. A well-timed bomb throw will leave you enough time to throw another item out. Still, as mentioned above, remember hitting the bomb will leave you in hitstop.
| | You will often get a bomb on screen in a fairly neutral situation after hits like {{clr|H|2H}}, airhit {{clr|H|6H}} and {{clr|H|5HH}}, as well as if you just happen to chuck an item in neutral. |
| ---- | | |
| | [[File:GGST_Faust_Bomb_3_Hitbox.png|300px|centre]] |
| | |
| | Different attacks will launch the bomb at different angles and speeds. You cannot hit the bomb while it is in the air, and must wait for it to touch the ground first (except {{clr|D|5D}}). If you hit the bomb, your attack acts similarly to how it would if you hit the opponent, so there will be hitstop and you can gatling and special cancel as you normally would. Cancelling into {{clr|P|236P}} both to retract your hurtbox and get another item out is generally a good idea. |
| | |
| | There are 3 different kinds of launches - Short, Far, and Tall. The exact move you use to hit the bomb does not effect the launch, it will always be one of these three launches. This is also true for other characters hitting the bomb. You can tell which of the three launches an attack will do by the direction of hitsparks on block. If they go down (the attack is swinging down, usually), it will be short. Horizontal sparks will give Far, and upwards hitsparks (typically up-swinging attacks) will be Tall. |
| | |
| | {{Gallery |
| | | align = center |
| | | noborder = yes |
| | | whitebg = no |
| | | width = 310 |
| | | height = |
| | | File:GGST_Faust_Strategy_BombLaunch_Ground.png |
| | |A bomb launched from the ground, at fullscreen. Note that tall goes well off the top of the screen in game. |
| | | File:GGST_Faust_Strategy_BombLaunch_Air.png |
| | |A bomb launched from the air - the launches are mechically the same, but note the difference in Short |
| | }} |
| | *{{clr|P|2P}} - quick low commit poke that launches the bomb Far, landing at fullscreen. Great for launching the bomb towards the opponent in a way they might be able to return, while recovering fast enough to return their return. |
| | *{{clr|H|2H}} - Has the same Far launch as 2P, but hitting the bomb from further away can easily leave the bomb behind your opponent. When the bomb is hit by an attack, it apples hitstop to the hitter - in the case of 2H, this makes it effectively have 17 active frames. With its disjointed hitbox, this makes it a great option to smack the bomb with if you think the opponent might try and hit it themself. CH combos here are very timing and spacing specific, but try routing into {{clr|S|236S}} if you CH near the beginning of the bomb timer, and {{clr|K|41236K}} if you CH near the end of the timer. |
| | *{{clr|K|5K}} - many actives frames at head height and low recovery make this a great option to return the bomb back to the opponent if they hit it at you. |
| | *{{clr|S|2S}} - launches the bomb a short distance, but almost straight up, making it challenging for you opponent to return it. 2S can also be used to return a bomb that is either inside or behind you. Will not push the bomb out of range horizontally, but if timed well can have it explode so high up that it doesn't hit you. |
| | *{{clr|K|j.2K}} - a Short launch that can be accessed quickly on ground. |
| | *{{clr|K|2K}} - can be used to hit a bomb inside you forward at a low angle |
| | *{{clr|D|5D}} - if it hits the bomb after it has landed, has the same launch as 2S. However, can uniquely hit the bomb before it lands, hitting it directly forward at an angle dependent on how high the bomb is when you bat it. This probably isn't useful, but feel free to play around. |
| | |
| | [[File:GGST_Faust_Strategy_BombTennis.png|350px|centre]] |
| | <div align=center> |
| | A selection of good attacks to launch the bomb from different locations. |
| | </div> |
| | <b><big>Goals of Bomb Tennis </b></big> |
| | |
| | First and foremost, try not to get blown up yourself. Once you have managed to make the bomb explode on your opponent, there are a few options. |
| | |
| | You can use the blockstun from the bomb to either toss another item, or approach yourself. In general, the existence of the bomb on screen is going to make your opponent more cautious in general, as once the bomb is on screen, it ''will'' explode, even if you get hit. If you are ''very'' confident of the spacing, you can crossup behind the opponent with {{clr|K|214K}}, but it is extremely easy to accidentally blow yourself up doing this. |
| | |
| | Converting off a bomb that hits the opponent is often challenging, but extremely rewarding if you can manage it. They will be launched away from the bomb - for this reason, getting the bomb behind them is incredibly valuable, as it means both that they cannot (easily) hit it back, and are much easier to combo from. If an opponent is launched towards you, dash {{clr|K|5K}} into either {{clr|S|236S}}, {{clr|H|6H}} or {{clr|H|j.H}} is your best bet. If they are launched away, it is usually difficult to followup, but if you are very alert you can sometimes hit them with {{clr|K|214K}} PRC~{{clr|K|5K}}, or rarely {{clr|H|j.H}} and dash {{clr|K|5K}}. |
| | |
| | |-| |
| | On Knockdowns= |
| | |
| | A common time to throw an item is on a hard knockdown, after Throw, {{clr|D|2D}} or {{clr|S|236S}}. |
| | Bomb is a particularly challenging item to use effectively on hard knockdowns, due to the large amount of time that you need to kill before it explodes. A selection of ideas are listed below; |
| | *Immediate strike throw - If you command grab the opponent as they wakeup up, the Snip will combo into the bomb, and the resulting Afro explosion gives you more than enough time to run up and {{clr|K|5K}}, comboing meterlessly from throw for around 160 damage. |
| | *Safe Blockstring into item toss or reengage - Doing any typical blockstring, for example {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|5H}}, will leave your opponent in a precarious position where they are sitting directly on top of a bomb. You can use their fear here, and also the blockstun of the explosion when it does arrive, to cover for either an item toss or run up again, or perhaps both. |
| | *Try and convert meterless mix - it is generally very difficult to block string for long enough to reach the explosion, and still have potential for mix when the bomb explodes. Below are possible ideas<br>{{ComboText|HKD > {{clr|P|236P}} (bomb) meaty {{clr|K|5K}} {{clr|S|c.S}} 9 dl. {{clr|S|j.S}} {{clr|H|j.H}} jc.7 {{clr|D|j.D}} Bomb}}<br> A meterless {{keyword|f-shiki}}, but leaves a large gap after the {{clr|S|c.S}} and very difficult to time. You can do similar options from a cS IAD instead, which are easier to time but leave a greater gap. <br>{{ComboText|Meterless Ideas continued (Placeholder)}} |
| | *Mix Mix Mix FRC - A potent set of metered options, where you roman cancel {{clr|S|236S}} to get mix, and then use the bomb to convert. You will need to manually time the RC in all of these options to get the bomb to hit at the time needed, but the long duration of {{clr|S|236S}} means you can easily delay to account for any kind of hard knockdown. <br>{{ComboText|HKD > {{clr|P|236P}}(Bomb) {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|2H}} (hit bomb) {{clr|S|236S}}[6] (wait for bomb timer) FRRC {{clr|K|j.K}}(hit) {{clr|S|c.S}}(knock away bomb) jc. Bomb Explosion <br>HKD > {{clr|P|236P}}(Bomb) {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|2H}} (hit bomb) {{clr|S|236S}}[6] (wait for bomb timer) 22FRRC {{clr|K|2K}}(hit) Bomb Explosion<br>HKD > {{clr|P|236P}}(Bomb) {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|2H}} (hit bomb) {{clr|S|236S}}[6] (wait for bomb timer) 66FRRC {{clr|K|j.K}} jc.9 (jump over their head for a crossup) Bomb Explosion<br>HKD > {{clr|P|236P}}(Bomb) {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|2H}} (hit bomb) {{clr|S|236S}}[6] (very quickly) FRRC {{clr|K|j.K}} {{clr|S|c.S}}(knock away bomb) {{clr|D|5D}} Bomb Explosion (very picky about spacing) }}<br>There are numerous small alterations you can make here if you wish. For example, you could start the string with {{clr|S|c.S}} {{clr|S|2S}} {{clr|H|5H}} instead, use a different jumping normal, command grab them after jK instead, use a different jumping normal. However, all will work using very similar ideas - whatever mix you usually like doing with MMMFRC, backed up by a bomb. |
| | |
| | </tabber> |
| | }} |
|
| |
|
| | {{Card |
| | |content= |
| ===Hammer=== | | ===Hammer=== |
| Throws a powerful hammer in a fast arc that causes a lot of hitstun/blockstun on contact. If it misses the opponent, it will bounce on the floor a few once before it leaves play. | | Throws a powerful hammer in a fast arc that causes a lot of hitstun/blockstun on contact. If it misses the opponent, it will bounce on the floor a few once before it leaves play. |
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| https://twitter.com/Koryuken/status/1453144165911572482<br> | | https://twitter.com/Koryuken/status/1453144165911572482<br> |
|
| |
|
| For more up to date advice on afro pressure in text form, see the Snip section in the [[GGST/Faust/Starter#Offense|Starter Guide]] | | For more up to date advice on afro pressure in text form, see the Snip section in the [[GGST/Faust/Starter#Offense|Starter Guide]]. |
|
| |
|
| For additional information on the general framedata of Afro, see the [[GGST/Faust#Afro|Overview]]. | | For additional information on the general framedata of Afro, see the [[GGST/Faust#Afro|Overview]]. |
| | |
| | ---- |
|
| |
|
| The Afro acts as an additional hurtbox that can be hit, which generally makes characters substantially taller. This makes many characters vulnerable to instant overheads from rising air attacks, and usually makes anti-airing Faust ''substantially'' more difficult. | | The Afro acts as an additional hurtbox that can be hit, which generally makes characters substantially taller. This makes many characters vulnerable to instant overheads from rising air attacks, and usually makes anti-airing Faust ''substantially'' more difficult. |
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| As the Afro hurtbox is not tied to the character hurtbox or collision box, but instead determined ''directly'' by the position of their head during their animation, it can often interact very unexpectedly. Things which do not usually matter, like the actual animation of a {{clr|P|6P}} can come into play, as the way a character moves their head will determine their hurtbox while they have afro on. | | As the Afro hurtbox is not tied to the character hurtbox or collision box, but instead determined ''directly'' by the position of their head during their animation, it can often interact very unexpectedly. Things which do not usually matter, like the actual animation of a {{clr|P|6P}} can come into play, as the way a character moves their head will determine their hurtbox while they have afro on. |
|
| |
|
| Faust's pressure options after applying Afro vary per character. Some characters will not be hit by certain options while crouching such as rising {{clr|K|j.K}}, requiring Faust to adjust his pressure or risk being whiff punished. Rising {{clr|D|j.D}} is generally fairly consistent and should be a go to overhead option, working on everyone except Faust and Jacko (Giovanna and Bedman need special care), but rising {{clr|K|j.K}} is very character specific. | | Faust's pressure options after applying Afro vary per character. Some characters will not be hit by certain options while crouching such as rising {{clr|K|j.K}}, requiring Faust to adjust his pressure or risk being whiff punished. Rising {{clr|D|j.D}} is generally fairly consistent and should be a go to overhead option, working on everyone except Faust and Jack-O (Giovanna and Bedman need special care), but rising {{clr|K|j.K}} is very character specific, and should be avoided unless you are very sure of what you are doing. |
|
| |
|
| {{ComboText|Relevant Strings for the Table below;<br> | | {| class="wikitable" style="margin-left: auto; margin-right: auto;> |
| {{clr|S|c.S}} > {{clr|D|j.D}} - This is consistent, except on Faust, Jack-O', Gio, and Bedman.<br>{{clr|K|j.K}} > {{clr|D|j.D}}<br>{{clr|S|c.S}} / {{clr|K|5K}} (blocked) > {{clr|K|j.K}} > {{clr|D|j.D}}<br>{{clr|S|c.S}} / {{clr|K|5K}} (hit) > {{clr|K|j.K}} > {{clr|D|j.D}}<br>({{clr|S|c.S}} / {{clr|K|5K}} > ) {{clr|K|j.K}} > {{clr|K|j.2K}} > {{clr|S|236S}}}} | | ! colspan="2"| '''Relevant Strings for the Table of Afro interactions below''' |
| | |- |
| | ||{{clr|S|c.S}} > {{clr|D|j.D}} || Rising {{clr|D|j.D}}, unreactable overhead. This is consistent and universal, except on Faust, Jack-O', Gio, and Bedman. |
| | |- |
| | |{{clr|K|j.K}} > {{clr|D|j.D}} || Even faster overhead. Raw rising {{clr|K|j.K}}, when the opponent is not in block or hitstun. Remember that this will not cause the afro to pop if it is already flaming, as {{clr|D|j.D}} is not the starter. |
| | |- |
| | |{{clr|S|c.S}} / {{clr|K|5K}} (blocked) > {{clr|K|j.K}} > {{clr|D|j.D}}||Rising {{clr|K|j.K}}, when the opponent is in blockstun (caution on flaming afros, again). |
| | |- |
| | |{{clr|S|c.S}} / {{clr|K|5K}} (hit) > {{clr|K|j.K}} > {{clr|D|j.D}}||Rising {{clr|K|j.K}}, when the opponent is in hitstun. Many characters blockstun and hitstun flinches are slightly different, which can be important. |
| | |- |
| | |({{clr|S|c.S}} / {{clr|K|5K}} > ) {{clr|K|j.K}} > {{clr|K|j.2K}} > {{clr|S|236S}}||Rising {{clr|K|j.K}} into {{clr|K|j.2K}} instead of {{clr|D|j.D}}. Gapless overhead option on a flaming afro. |
| | |} |
|
| |
|
| {|class="wikitable sortable mw-collapsible mw-collapsed stripe" data-expandtext="View Table" data-collapsetext="Close" style="width:100%; min-width: 800px; max-width: 1350px;" | | {|class="wikitable sortable mw-collapsible stripe" data-expandtext="View Table" data-collapsetext="Close" style="width:100%; min-width: 800px; max-width: 1350px;" |
| |- | | |- |
| ! colspan="6"| <big><b>Table of important interactions during Afro pressure</b></big> | | ! colspan="7"| <big><b>Table of important interactions during Afro pressure</b></big> |
| |- | | |- |
| ! scope="col"| Character | | ! scope="col"| Character |
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| ! scope="col"| Rising {{clr|D|j.D}} | | ! scope="col"| Rising {{clr|D|j.D}} |
| ! scope="col"| Notes | | ! scope="col"| Notes |
| | ! scope="col"| Notable Defensive options |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Axl Low|label=Axl}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Axl Low|label=Axl}} |
| ! style="background-color:#B3FF91; color:#000000; text-align:center" | YES
| | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| ! style="background-color:#B3FF91; color:#000000; text-align:center" | YES
| | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| ! style="background-color:#B3FF91; color:#000000; text-align:center" | YES
| | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| ! style="background-color:#B3FF91; color:#000000; text-align:center" | YES
| | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Chipp Zanuff|label=Chipp}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Chipp Zanuff|label=Chipp}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | Meterless invincible reversal |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | Goldlewis {{clr|H|2H}} can low profile rising {{clr|D|j.D}}, even in its very early frames. This can punish the {{clr|D|j.D}} directly after {{clr|S|c.S}}, but can be outspaced. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Ky Kiske|label=Ky}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Ky Kiske|label=Ky}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | Meterless invincible reversal |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Potemkin|label=Potemkin}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Potemkin|label=Potemkin}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | Megafist and Armored moves are not more effective than usual, but important considerations in gappier pressure. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Sol Badguy|label=Sol}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Sol Badguy|label=Sol}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | Meterless invincible reversal |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Testament|label=Testament}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Testament|label=Testament}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| |Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. | | | Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. |
| | | Occasionally has a meterless invincible reversal |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Johnny|label=Johnny}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Johnny|label=Johnny}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| |Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block, due to a different blockstun animation. | | |Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block, due to a different blockstun animation. |
| | | Johnny's {{clr|S|2S}} can low profile rising {{clr|D|j.D}} even in its very early frames if done after {{clr|S|c.S}} for a mutual whiff, but the total duration is too long for Johnny to secure a punish. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|I-No|label=I-No}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|I-No|label=I-No}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| |Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. | | |Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. |
| | | |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Sin_Kiske|label=Sin Kiske}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Sin_Kiske|label=Sin Kiske}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| |Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. | | | Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. |
| | | Meterless Invincible Reversal. <br>Sin {{clr|D|2D}} can low profile rising {{clr|D|j.D}} even in its very early frames if done after {{clr|S|c.S}} for a mutual whiff. Sin will be left only very slightly plus - can throw punish if Faust jumped forward for the {{clr|D|j.D}}, but not otherwise. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Zato-1|label=Zato-1}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Zato-1|label=Zato-1}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| |Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block, due to a different blockstun animation. | | |Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block, due to a different blockstun animation. |
| | | |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Leo Whitefang|label=Leo}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Leo Whitefang|label=Leo}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| |Rising {{clr|K|j.K}} can land raw, but will whiff on hit '''''and on block''''' from a jump cancel option. | | | Rising {{clr|K|j.K}} can land raw, but will whiff on hit '''''and on block''''' from a jump cancel option. |
| | | Meterless invincible reversal |
| | |- |
| | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Elphelt Valentine|label=Elphelt}} |
| | | style="background-color:#ffea81; color:#000000; text-align:center" | YES* |
| | | style="background-color:#feb477; color:#000000; text-align:center" | NO* |
| | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | Rising {{clr|K|j.K}} can land, but will not combo into {{clr|D|j.D}}. Can still combo into {{clr|K|j.2K}}. |
| | Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. |
| | | |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Happy Chaos|label=Happy Chaos}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Happy Chaos|label=Happy Chaos}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| |Rising {{clr|K|j.K}} can land, but will not combo into {{clr|D|j.D}}. Can still combo into {{clr|K|j.2K}}. | | | Rising {{clr|K|j.K}} can land, but will not combo into {{clr|D|j.D}}. Can still combo into {{clr|K|j.2K}}. |
| Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. | | Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. |
| | | |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Millia Rage|label=Millia}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Millia Rage|label=Millia}} |
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| |Rising {{clr|K|j.K}} can land, but will not combo into {{clr|D|j.D}}. Can still combo into {{clr|K|j.2K}}. | | |Rising {{clr|K|j.K}} can land, but will not combo into {{clr|D|j.D}}. Can still combo into {{clr|K|j.2K}}. |
| Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. | | Hitstun animation causes {{clr|K|j.K}} to miss from jump cancel options on hit, though it can still connect on block due to a different blockstun animation. |
| | | |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|May|label=May}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|May|label=May}} |
Line 420: |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| |Rising {{clr|K|j.K}} can land from a blocked jump cancel option, but will whiff on hit, and will not combo into {{clr|D|j.D}}. | | |Rising {{clr|K|j.K}} can land from a blocked jump cancel option, but will whiff on hit, and will not combo into {{clr|D|j.D}}. |
| | | May's {{clr|H|2H}} can low profile rising {{clr|D|j.D}} even in its early frames, punishing it directly if done after {{clr|S|c.S}}. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Anji Mito|label=Anji}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Anji Mito|label=Anji}} |
Line 426: |
Line 1,172: |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Baiken|label=Baiken}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Baiken|label=Baiken}} |
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| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | Parry. <br>Baiken's {{clr|D|2D}} can low profile rising {{clr|D|j.D}} even in its very early frames if done after {{clr|S|c.S}} for a mutual whiff, but the total duration is too long for her to secure a punish. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Bridget|label=Bridget}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Bridget|label=Bridget}} |
Line 441: |
Line 1,189: |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | Meterless invincible reversal. <br>Bridget's {{clr|K|2K}} can low profile rising {{clr|D|j.D}} even after a {{clr|S|c.S}}, for a mutual whiff that lets Bridget punish with any option she chooses, including anti air {{clr|S|c.S}} if Faust is close enough. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}} |
Line 447: |
Line 1,196: |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | style="background-color:#B3FF91; color:#000000; text-align:center" | YES | | | style="background-color:#B3FF91; color:#000000; text-align:center" | YES |
| | | | | |
| | | Ramlethal's {{clr|K|2K}} can low profile rising {{clr|D|j.D}} even after a {{clr|S|c.S}}, for a mutual whiff that lets Ram punish with any option she chooses, including anti air {{clr|S|c.S}} if Faust is close enough. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Giovanna|label=Giovanna}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Giovanna|label=Giovanna}} |
Line 455: |
Line 1,205: |
| | style="background-color:#ffea81; color:#000000; text-align:center" | YES* | | | style="background-color:#ffea81; color:#000000; text-align:center" | YES* |
| | Rising {{clr|D|j.D}} will generally whiff in neutral, but will connect during either hitstun or blockstun due to their animation (for example after a jump cancel {{clr|S|c.S}}, on either hit or block). | | | Rising {{clr|D|j.D}} will generally whiff in neutral, but will connect during either hitstun or blockstun due to their animation (for example after a jump cancel {{clr|S|c.S}}, on either hit or block). |
| | | Giovanna's {{clr|K|2K}} can low profile rising {{clr|D|j.D}} even after a {{clr|S|c.S}}, for a mutual whiff that lets her punish with any option she chooses, including anti air {{clr|S|c.S}} if Faust is close enough. She can also counterhit it directly with {{clr|S|623S}}. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Bedman|label=Bedman}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Bedman|label=Bedman}} |
Line 462: |
Line 1,213: |
| | style="background-color:#ffea81; color:#000000; text-align:center" | YES* | | | style="background-color:#ffea81; color:#000000; text-align:center" | YES* |
| | Rising {{clr|D|j.D}} will generally whiff in neutral, but will connect during either hitstun or blockstun due to their animation (for example after a jump cancel {{clr|S|c.S}}, on either hit or block). It is also fairly easy for the {{clr|D|j.D}} to whiff both in front of and behind the Afro, depending on spacing. | | | Rising {{clr|D|j.D}} will generally whiff in neutral, but will connect during either hitstun or blockstun due to their animation (for example after a jump cancel {{clr|S|c.S}}, on either hit or block). It is also fairly easy for the {{clr|D|j.D}} to whiff both in front of and behind the Afro, depending on spacing. |
| | | Bedman's {{clr|K|2K}} can low profile rising {{clr|D|j.D}} even after a {{clr|S|c.S}}, for a mutual whiff that lets them punish with any option they chooses, including anti air {{clr|S|c.S}} if Faust is close enough. |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Faust|label=Faust}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Faust|label=Faust}} |
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| | style="background-color:#ff7c7c; color:#000000; text-align:center" | NO | | | style="background-color:#ff7c7c; color:#000000; text-align:center" | NO |
| | Too Short for anything fancy. Can scrounge a meterless f-shiki conversion with (deep {{clr|H|j.H}} land) {{clr|K|j.K}} {{clr|D|j.D}}. | | | Too Short for anything fancy. Can scrounge a meterless f-shiki conversion with (deep {{clr|H|j.H}} land) {{clr|K|j.K}} {{clr|D|j.D}}. |
| | | Short >:( Will require dedicated character specific pressure |
| |- | | |- |
| ! scope="row" style="text-align:left;"| {{Character Label|GGST|Jack-O|label=Jack-O'}} | | ! scope="row" style="text-align:left;"| {{Character Label|GGST|Jack-O|label=Jack-O'}} |
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| | style="background-color:#ff7c7c; color:#000000; text-align:center" | NO | | | style="background-color:#ff7c7c; color:#000000; text-align:center" | NO |
| | Too Short for anything fancy. Can scrounge a meterless f-shiki conversion with (deep {{clr|H|j.H}} land) {{clr|K|j.K}} {{clr|D|j.D}}. | | | Too Short for anything fancy. Can scrounge a meterless f-shiki conversion with (deep {{clr|H|j.H}} land) {{clr|K|j.K}} {{clr|D|j.D}}. |
| | |Short >:( Will require dedicated character specific pressure |
| |} | | |} |
|
| |
|
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| If an Unlit Afro'd character blocks or is hit by a total of 10 hits, the Afro will disappear. If the Afro is neither lit nor takes 10 hits, it will vanish by itself after about 10 seconds. A Flaming Afro will not time out, nor be removed by many hits, but it will be removed on wallbreak (dealing no damage. An Unlit Afro will persist through wallbreak). | | If an Unlit Afro'd character blocks or is hit by a total of 10 hits, the Afro will disappear. If the Afro is neither lit nor takes 10 hits, it will vanish by itself after about 10 seconds. A Flaming Afro will not time out, nor be removed by many hits, but it will be removed on wallbreak (dealing no damage. An Unlit Afro will persist through wallbreak). |
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| |
|
| {|class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View Move List" data-collapsetext="Close" style="width:100%; min-width: 500px; max-width: 600px;" | | {|class="wikitable mw-collapsible stripe" data-expandtext="View Move List" data-collapsetext="Close" style="width:100%; max-width: 500px; margin-left: auto; margin-right: auto;" |
| !colspan="2"|<big><b>Characters who can light the Afro</b></big> | | !colspan="2"|<big><b>Characters who can light the Afro</b></big> |
| |- | | |- |
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| |- | | |- |
| ||{{Character Label|GGST|Johnny|label=Johnny}}||{{MMC|chara=Johnny|input=214H|label={{clr|H|214H}}}}, {{MMC|chara=Johnny|input=632146H|label={{clr|H|632146H}}}} | | ||{{Character Label|GGST|Johnny|label=Johnny}}||{{MMC|chara=Johnny|input=214H|label={{clr|H|214H}}}}, {{MMC|chara=Johnny|input=632146H|label={{clr|H|632146H}}}} |
| | |- |
| | ||{{Character Label|GGST|Elphelt Valentine|label=Elphelt}}||{{MMC|chara=Elphelt Valentine|input=214H|label={{clr|H|214H}}}}, {{MMC|chara=Elphelt Valentine|input=236236K|label={{clr|K|236236K}} Explosion}} |
| |- | | |- |
| ||No Fire||{{Character Label|GGST|Ky Kiske|label=Ky}}, {{Character Label|GGST|May|label=May}}, {{Character Label|GGST|Chipp|label=Chipp}}, {{Character Label|GGST|Millia|label=Milla}}, {{Character Label|GGST|Zato-1|label=Zato-1}}, {{Character Label|GGST|Leo Whitefang|label=Leo}}, {{Character Label|GGST|Nagoriyuki|label=Nago}}, {{Character Label|GGST|Giovanna|label=Gio}}, {{Character Label|GGST|Anji|label=Anji}}, {{Character Label|GGST|I-No|label=I-No}}, {{Character Label|GGST|Jack-O'|label=Jack-O'}}, {{Character Label|GGST|Happy Chaos|label=HC}}, {{Character Label|GGST|Testament|label=Testament}}, {{Character Label|GGST|Sin Kiske|label=Sin}} | | ||No Fire||{{Character Label|GGST|Ky Kiske|label=Ky}}, {{Character Label|GGST|May|label=May}}, {{Character Label|GGST|Chipp|label=Chipp}}, {{Character Label|GGST|Millia|label=Milla}}, {{Character Label|GGST|Zato-1|label=Zato-1}}, {{Character Label|GGST|Leo Whitefang|label=Leo}}, {{Character Label|GGST|Nagoriyuki|label=Nago}}, {{Character Label|GGST|Giovanna|label=Gio}}, {{Character Label|GGST|Anji|label=Anji}}, {{Character Label|GGST|I-No|label=I-No}}, {{Character Label|GGST|Jack-O'|label=Jack-O'}}, {{Character Label|GGST|Happy Chaos|label=HC}}, {{Character Label|GGST|Testament|label=Testament}}, {{Character Label|GGST|Sin Kiske|label=Sin}} |
| |} | | |} |
|
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|
| ==Crawl==
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|
| |
| Instantly shrinks Faust's hurtbox, letting Faust low profile under certain attacks.
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|
| |
| Both crawl directions have the same hurtbox; however, due to the proximity block mechanic and the way crawl interacts with exiting blockstun, crawling backwards is usually much less effective at low profiling. Faust will therefore usually have to stop blocking to crawl.
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|
| |
| During blockstrings, Faust will nearly always need to crawl forwards to low profile anything. When exiting blockstun, forward crawl will have one frame of complete vulnerability, and then start low profiling on the second frame (note that Faust is still not blocking). If Faust tries to backcrawl, they will not begin crawling until the 12th frame, so is not useful.
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|
| |
| Both forward and back crawl will low profile frame 1 if Faust is not exiting blockstun (for example in neutral and on wakeup).
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|
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| Down back Crawl will still be less effective than forward crawl however, due to proximity blocking: when most attacks come close to Faust, if he is holding down back he will swap to crouch blocking, which is not low profile. The kinds of attacks that do not trigger proximity blocking and so can still be low profiled by downback crawl include many far slashes at long range, and many projectiles.
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| In niche circumstances, Faust can initiate an immediate downback crawl exiting blockstun without stopping blocking; if he has to *swap* to downback (i.e. the first attack was blocked standing), then he will begin crawling immediately. However, this will often swap to a proximity block if Faust does not have substantial distance. A similar effect can be acheived by rapidly swapping to standblock and back, though this cannot be done in blockstun and Faust must visibly stand.
| |
|
| |
| See the Table below for a full list of crawlable moves.
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| {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View All Crawlable Moves" data-collapsetext="Close" style="width:100%; min-width: 800px; max-width: 1400px;"
| |
| ! colspan="6" |S3 Crawl Table v1.2
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| |-
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| ||
| |
| |Moves that can be crawled with downforward crawl.
| |
| ||Notable (not exhaustive list of) moves that can be downback crawled fairly easily in neutral.
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| ||Moves that can only be crawled at distance.
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| ||Air moves were tested by cancelling out of an airdash.
| |
| ||Additional notes. Note that the ''number'' of moves that can be crawled is far less significant that ''which'' and ''when''. For example, many characters 2H does not reach after f.S, even if 2H cannot be crawled.
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| |-
| |
| ! Character !! Crawl (forward) !! Far Back Crawl!! Far Front Crawl!! Air !! Notes
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| |-
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| |{{Character Label|GGST|Sol Badguy|label=Sol}} ||
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=2H|label={{clr|H|2H}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5P|label={{clr|P|5P}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label={{clr|K|236K}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236KK|label={{clr|K|236KK}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=41236H|label={{clr|H|41236H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}
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| ||
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5P|label={{clr|H|5H}}}}
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| ||
| |
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.p|label={{clr|P|j.P}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.k|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.s|label={{clr|S|j.S}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.h|label={{clr|H|j.H}}}},
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| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.d|label={{clr|D|j.D}}}}
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| ||
| |
| {{clr|H|5H}} can only be crawled at range, but this can be very useful after an FD'd {{clr|S|f.S}}.
| |
| |-
| |
| |{{Character Label|GGST|Ky Kiske|label=Ky}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=2P|label={{clr|P|2P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}},
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}},
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label={{clr|S|236S}}}},
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label={{clr|H|236H}}}},
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label={{clr|P|236236P}}}}
| |
| ||
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}},
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label={{clr|S|236S}}}},
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label={{clr|H|236H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label={{clr|P|236236P}}}}
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| ||
| |
| ||
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.P|label={{clr|P|j.P}}}},
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.K|label={{clr|K|j.K}}}},
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.S|label={{clr|S|j.S}}}},
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| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|D|j.D}}}}
| |
| ||All projectiles can be down back crawled on wakeup, though with limited results.
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|
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| |-
| |
| |{{Character Label|GGST|May|label=May}} ||
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| {{MiniMoveCard|game=GGST|chara=May|input=5P|label={{clr|P|5P}}}},
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| {{MiniMoveCard|game=GGST|chara=May|input=f.S|label={{clr|S|f.S}}}},
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| {{MiniMoveCard|game=GGST|chara=May|input=[2]8S|label={{clr|S|[2]8S}}}},
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| {{MiniMoveCard|game=GGST|chara=May|input=[2]8H|label={{clr|H|[2]8H}}}},
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| {{MiniMoveCard|game=GGST|chara=May|input=6P|label={{clr|P|6P}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=May|input=f.S|label={{clr|S|f.S}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=May|input=j.P|label={{clr|P|j.P}}}},
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| {{MiniMoveCard|game=GGST|chara=May|input=j.K|label={{clr|K|j.K}}}},
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| {{MiniMoveCard|game=GGST|chara=May|input=j.D|label={{clr|D|j.D}}}},
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| {{MiniMoveCard|game=GGST|chara=May|input=j.2H|label={{clr|H|j.2H}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Axl|label=Axl}} ||
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| {{MiniMoveCard|game=GGST|chara=Axl Low|input=2S|label={{clr|S|2S}}}},
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| {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}},
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| {{MiniMoveCard|game=GGST|chara=Axl Low|input=5K|label={{clr|K|5K}}}},
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| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6P|label={{clr|P|6P}}}}
| |
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.236H|label=IAS {{clr|H|j.236H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=f.S|label={{clr|S|f.S}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.P|label={{clr|P|j.P}}}},
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| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.K|label={{clr|K|j.K}}}},
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| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.D|label={{clr|D|j.D}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Chipp Zanuff|label=Chipp}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2P|label={{clr|P|2P}}}},
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| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label={{clr|K|236S 236K}}}}
| |
| ||
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| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5H|label={{clr|H|5H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5K|label={{clr|K|5K}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.D|label={{clr|D|j.D}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Potemkin|label=Potemkin}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=2H|label={{clr|H|2H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=63214S|label={{clr|S|63214S}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=5H|label={{clr|H|5H}}}}
| |
| ||
| |
| ||
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Faust|label=Faust}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label={{clr|K|41236K}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label={{clr|K|41236K}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.H|label={{clr|H|j.H}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Millia|label=Millia}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label={{clr|S|236S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|H|236H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label={{clr|S|236S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|H|236H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5K|label={{clr|K|5K}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.H|label={{clr|H|j.H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.D|label={{clr|D|j.D}}}}
| |
| ||
| |
| Both versions of Tandem Top can be crawled, netting punishes on the {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label={{clr|S|S}} Version}}, or disrupting Oki on the {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|H|H}} Version}}.
| |
| |-
| |
| |{{Character Label|GGST|Zato|label=Zato}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=2H|label={{clr|H|2H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6K|label={{clr|K|6K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=5H|label={{clr|H|6H}}}}
| |
| ||
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.K|label={{clr|K|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.D|label={{clr|D|j.D}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Ramlethal|label=Ramlethal}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label={{clr|S|236S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|H|236H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label={{clr|S|236S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|H|236H}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}}
| |
| ||Front crawling Ramlethals Sword Throws on reaction can be particularly disruptive.
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Leo Whitefang|label=Leo}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[s/h] h/s|label={{clr|H|[S] H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=6K|label={{clr|K|6K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[s/h] h/s|label={{clr|H|[S] H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=bt.P|label={{clr|P|bt.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=bt.S|label={{clr|S|bt.S}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.D|label={{clr|D|j.D}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2P|label={{clr|P|2P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H|label={{clr|H|2H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|P|6P}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H|label={{clr|H|2H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=5K|label={{clr|K|5K}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Giovanna|label=Giovanna}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6H|label={{clr|H|6H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=214K|label={{clr|K|214K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label={{clr|K|236K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label={{clr|S|214S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=623S|label={{clr|S|623S}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.H|label={{clr|H|j.H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.D|label={{clr|D|j.D}}}}
| |
| ||
| |
| All of Giovanna's special moves can be crawled, making hitting crawl challenging in some situations.
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Anji|label=Anji}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236S|label={{clr|S|236S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label={{clr|P|236P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.P|label={{clr|P|j.P}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label={{clr|P|236P}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5K|label={{clr|K|5K}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.D|label={{clr|D|j.D}}}}
| |
| ||{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Butterfly}} can be down back crawled even on wakeup, with limited results.
| |
|
| |
| |-
| |
| |{{Character Label|GGST|I-No|label=I-no}} ||
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}}
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=214S|label={{clr|S|214S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label={{clr|K|214K}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=214S|label={{clr|S|214S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label={{clr|K|214K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.236H|label=IAS {{clr|H|j.236H}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.D|label={{clr|D|j.D}}}},
| |
| ||{{clr|D|j.D}} can be crawled, even out of a low {{clr|S|j.S}}.
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Goldlewis|label=Goldlewis}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=2P|label={{clr|P|2P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6H|label={{clr|H|6H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S|label={{clr|S|236S}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6H|label={{clr|H|6H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S|label={{clr|S|236S}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.S|label={{clr|S|j.S}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Jack-O'|label=Jack-O'}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=2S|label={{clr|S|2S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6H|label={{clr|H|6H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.K|label={{clr|K|j.K}}}}
| |
| ||Only the Second hit of {{clr|H|5H}} can be crawled.
| |
| |-
| |
| |{{Character Label|GGST|Happy Chaos|label=Happy Chaos}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S|label={{clr|S|236S}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|S|f.S}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.D|label={{clr|D|j.D}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Baiken|label=Baiken}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=6K|label={{clr|K|6K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|S|41236S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|H|41236H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.236S|label=IAS {{clr|S|j.236S}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|S|41236S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|H|41236H}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.D|label={{clr|D|j.D}}}}
| |
| ||Front Crawling Kabari on reaction can be particularly disruptive.
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Bridget|label=Bridget}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=236KK|label={{clr|K|236KK}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=236S|label={{clr|S|236S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=214S|label={{clr|S|214S}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=236S|label={{clr|S|236S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=214S|label={{clr|S|214S}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bridget|input=j.H|label={{clr|H|j.H}}}},
| |
| ||
| |
| |-
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Testament|label=Testament}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=2P|label={{clr|P|2P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=fS|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=6P|label={{clr|P|6P}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=fS|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=5H|label={{clr|H|5H}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.D|label={{clr|D|j.D}}}}
| |
| ||
| |
| |-
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Sin|label=Sin}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=2P|label={{clr|P|2P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=6H|label={{clr|H|6H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=236H|label={{clr|H|236H}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=236H|label={{clr|H|236H}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=j.k|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Sin Kiske|input=j.H|label={{clr|H|j.H}}}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Bedman|label=Bedman}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Bedman|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bedman|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bedman|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bedman|input=6P|label={{clr|P|6P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bedman|input=236P|label={{clr|P|236P}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Bedman|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Bedman|input=236P|label={{clr|P|236P}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Bedman|input=j.S|label={{clr|S|j.S}}}}
| |
| ||Error version of {{MiniMoveCard|game=GGST|chara=Bedman|input=!P|label={{clr|P|236P}}}} can also be crawled, Install Error {{MiniMoveCard|game=GGST|chara=Bedman|input=13C !P|label={{clr|P|236P}}}} cannot.
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Asuka|label=Asuka}} ||
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=5P|label={{clr|P|5P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=5K|label={{clr|K|5K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=5H|label={{clr|H|5H}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=6P|label={{clr|P|6P}}}}
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=f.S|label={{clr|S|f.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=5H|label={{clr|H|5H}}}}
| |
| ||
| |
| ||
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=j.P|label={{clr|P|j.P}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=j.K|label={{clr|K|j.K}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=j.S|label={{clr|S|j.S}}}},
| |
| {{MiniMoveCard|game=GGST|chara=Asuka R|input=j.H|label={{clr|H|j.H}}}}
| |
| ||No Spells can be entirely crawled.
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Johnny|label=Johnny}} ||
| |
| ||
| |
| ||
| |
| ||
| |
| ||Currently Untested.
| |
|
| |
| |-
| |
|
| |
|
| |
| |}
| |
| <!--
| |
| {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; max-width: 900px;"
| |
| ! colspan="6" |Old Crawl Table '''{{clr|4|(WARNING! THE TABLE IS VERY LARGE!)}}'''
| |
| |-
| |
| ! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes
| |
|
| |
| |-
| |
| | rowspan="11"|{{Character Label|GGST|Sol Badguy|label=Sol}} || {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can be back crawled at the farthest distances
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.H|label={{clr|H|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.D|label={{clr|D|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=41236H|label=Fafnir ({{clr|H|41236H}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Punish with 5k-2D, snipsnipsnip
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label=Bandit Revolver ({{clr|K|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Follow-up can be forward crawled
| |
| |-
| |
|
| |
| | rowspan="11" | {{Character Label|GGST|Ky Kiske|label=Ky}} || {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|K|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|S|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl at close range
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.P|label={{clr|P|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|D|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge ({{clr|S|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|H|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge ({{clr|P|236236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
|
| |
| | rowspan="8" | {{Character Label|GGST|May|label=May}} || {{MiniMoveCard|game=GGST|chara=May|input=5P|label={{clr|P|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=May|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=May|input=f.S|label={{clr|S|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=May|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=May|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=May|input=j.D|label={{clr|D|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=May|input=[2]8H|label={{clr|H|[2]8H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Same with [2]8S but not useful applicability
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=May|input=236236S|label=Great Yamada Attack ({{clr|S|236236S}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Full or mid screen Faust can run under until the whale lands
| |
|
| |
| |-
| |
| |rowspan="10" | {{Character Label|GGST|Axl Low|label=Axl}} || {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=5K|label={{clr|K|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=6K|label={{clr|K|6K}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=2S|label={{clr|S|2S}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.P|label={{clr|P|j.P}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || Chain dead-zone can be ducked but not the blade
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.D|label={{clr|D|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber ({{clr|H|j.623H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at minimum height
| |
| |-
| |
|
| |
| |-
| |
| | rowspan="9" | {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2P|label={{clr|P|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|S|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5H|label={{clr|H|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou ({{clr|S|236S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu (~{{clr|K|236K}})}} ||| {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai (~{{clr|S|236S}})}} will force Faust to block low
| |
|
| |
| |-
| |
| | rowspan="10" | {{Character Label|GGST|Potemkin|label=Potemkin}} || {{MiniMoveCard|game=GGST|chara=Potemkin|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=6P|label={{clr|P|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=5H|label={{clr|H|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=2H|label={{clr|H|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=6H|label={{clr|H|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl when close
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.P|label={{clr|P|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.K|label={{clr|K|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.H|label={{clr|H|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Potemkin|input=63214S|label=F.D.B. ({{clr|S|63214S }})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl if a low-projectile is reflected
| |
|
| |
| |-
| |
| | rowspan="8" | {{Character Label|GGST|Faust|label=Faust}} || {{MiniMoveCard|game=GGST|chara=Faust|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=5H|label={{clr|H|5H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=j.H|label={{clr|H|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label=Thrust ({{clr|K|41236K}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
|
| |
| | rowspan="8" | {{Character Label|GGST|Millia Rage|label=Milla}} || {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5H|label={{clr|H|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.S|label={{clr|S|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.D|label={{clr|D|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | Tandem Top {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=({{clr|S|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|H|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
|
| |
| | rowspan="7" | {{Character Label|GGST|Zato-1|label=Zato}} || {{MiniMoveCard|game=GGST|chara=Zato-1|input=5P|label={{clr|P|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Zato-1|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Zato-1|input=2H|label={{clr|H|2H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be crouched point-blank
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Zato-1|input=6H|label={{clr|H|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.D|label={{clr|D|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
|
| |
| | rowspan="7" | {{Character Label|GGST|Ramlethal Valentine|label=Ram}} || {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label={{clr|P|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|K|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.D|label={{clr|D|j.D}}}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can be crawled but back part of hitbox cannot
| |
| |-
| |
| | Bajoneto {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=({{clr|S|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|H|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|H|H}} version cannot be back-crawled in a block string - must switch to forward crawl. Low explosion cannot be crawled.
| |
| |-
| |
|
| |
| | rowspan="9" | {{Character Label|GGST|Leo Whitefang|label=Leo}} || {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5P|label={{clr|P|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|K|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|S|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.H|label={{clr|H|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=632146H|label=Leidenschaft des Dirigenten ({{clr|H|632146H}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl first hit
| |
| |-
| |
|
| |
| | rowspan="8" | {{Character Label|GGST|Nagoriyuki|label=Nago}} || {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=5P|label={{clr|P|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Use caution to not crawl into {{clr|S|c.S}} range
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H Level 1 |label={{clr|H|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Delay - {{clr|H|2H}} is very active
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.P|label={{clr|P|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
|
| |
| | rowspan="11" | {{Character Label|GGST|Giovanna|label=Gio}} || {{MiniMoveCard|game=GGST|chara=Giovanna|input=5P|label={{clr|P|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=5K|label={{clr|K|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=6H|label={{clr|H|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl if the move crosses up
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.D|label={{clr|D|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label=Sol Poente ({{clr|S|214S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Will only whiff if Faust switches sides during cross-up
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Trovão ({{clr|K|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
|
| |
| |-
| |
| | rowspan="6" | {{Character Label|GGST|Anji Mito|label=Anji}} || {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Anji Mito|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.D|label={{clr|D|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu ({{clr|P|236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Pressing a button to punish might make the butterfly hit
| |
|
| |
| |-
| |
| | rowspan="10" | {{Character Label|GGST|I-No|label=I-No}} || {{MiniMoveCard|game=GGST|chara=I-No|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=5K|label={{clr|K|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=f.S|label={{clr|S|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=j.D|label={{clr|D|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love {{clr|K|214K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=j.236H|label=Sultry Performance {{clr|H|j.236H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}}|| {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=I-No|input=632146S |label=Ultimate Fortissimo {{clr|S|632146S }}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Ground version can be crawled after blocking start-up hit. TK fortissimo cannot be crawled.
| |
| |-
| |
|
| |
| |-
| |
| | rowspan="7" | {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} || {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|S|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6H|label={{clr|H|6H}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.P|label={{clr|P|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.S|label={{clr|S|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish ({{clr|S|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || cannot switch directions during crawl
| |
|
| |
| |-
| |
| | rowspan="10" | {{Character Label|GGST|Jack-O|label=Jack-O}} || {{MiniMoveCard|game=GGST|chara=Jack-O|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Jack-O|input=5K|label={{clr|K|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Jack-O|input=f.S|label={{clr|S|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Jack-O|input=2S|label={{clr|S|2S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be ducked up close/on start-up
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Jack-O|input=6H|label={{clr|H|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.H|label={{clr|H|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant ({{clr|P|6P}}/{{clr|K|K}}/{{clr|S|S}}/{{clr|H|H}}/{{clr|5|D}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be ducked where servant lands
| |
|
| |
| |-
| |
| | rowspan="8" | {{Character Label|GGST|Happy Chaos|label=Happy Chaos}} || {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5K|label={{clr|K|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|S|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.K|label={{clr|K|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire ({{clr|H|]H[}})}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can track Faust while crawling making crawling while gun is drawn dangerous
| |
|
| |
| |-
| |
| | rowspan="10" | {{Character Label|GGST|Baiken|label=Baiken}} || {{MiniMoveCard|game=GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=5K|label={{clr|K|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=6K|label={{clr|K|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=f.S|label={{clr|S|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=j.K|label={{clr|K|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl from IAD height
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Baiken|input=j.D|label={{clr|D|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | Kabari ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|S|41236S}}}} / {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|H|41236H}}}}) || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | Kenjyu ({{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label={{clr|P|214214P}}}}) || {{clr|3|'''✓'''}} || {{clr|2|'''?'''}} || {{clr|3|'''✓'''}} || Explosion cannot be crawled
| |
| |-
| |
|
| |
| |-
| |
| | rowspan="9" | {{Character Label|GGST|Testament|label=Testament}} || {{MiniMoveCard|game=GGST|chara=Testament|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Testament|input=2P|label={{clr|P|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Testament|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Testament|input=5K|label={{clr|K|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Testament|input=f.S|label={{clr|S|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Testament|input=5H|label={{clr|H|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Testament|input=j.P|label={{clr|P|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Testament|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Testament|input=j.D|label={{clr|D|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close
| |
| |-
| |
|
| |
| |-
| |
| | rowspan="12" | {{Character Label|GGST|Bridget|label=Bridget}} || {{MiniMoveCard|game=GGST|chara=Bridget|input=5P|label={{clr|P|5P}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''X'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=6K|label={{clr|K|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=f.S|label={{clr|S|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || S Follow-Up can be crawled as well
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} ||-
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=j.S|label={{clr|S|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || IAD height only
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=j.H|label={{clr|H|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=214S|label={{clr|S|214S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Similar with 214H and j.214S
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=236S|label={{clr|S|236S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Similar with 236H and j.236SH
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=214k|label={{clr|K|214K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Will not work after j.236H or 214H
| |
| |-
| |
| | {{MiniMoveCard|game=GGST|chara=Bridget|input=236KK|label={{clr|K|236KK}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Only in neutral
| |
| |-
| |
| ! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes
| |
| |}
| |
| [https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qg4Tn6QyBieTXb8EeRzQ-g Table Ref.]
| |
| -->
| |
|
| |
|
| ==Glossary== | | ==Glossary== |