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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===
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| 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>=== |
| ==Oki Summary== | | {{Card |
| # Do {{keyword|meaty attack}} {{clr|S|c.S}} | | |header=Oki Summary |
| | |content= # Do {{keyword|meaty attack}} {{clr|S|c.S}} |
| # Do {{keyword|meaty attack}} {{clr|S|c.S}} a smidge later | | # 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 | | # Sudden {{clr|S|j.S}} {{clr|H|j.H}} to bait throws/late jumps |
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| # {{clr|K|2K}} {{clr|D|5D}} RC | | # {{clr|K|2K}} {{clr|D|5D}} RC |
| # Try not to overextend without meter to RC. | | # Try not to overextend without meter to RC. |
| | }} |
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| ==Throw Oki== | | ===Kara Cancelling Thrust's Follow-ups=== |
| {{Card
| | 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. |
| |header= OTG c.S routes
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| |content=
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| <big><b>OTG {{clr|S|c.S}} > jc 66[3] {{clr|D|j.D}} Safejump</b></big><br>
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| Strict to time, requires some amount of neutral airdash before inputting [3] > {{clr|D|j.D}}
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| https://twitter.com/Koryuken/status/1405855256399994880
| | ==Offense after an Airdash== |
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| Use it to force standing on reaction to Airdash, so you can do the following...
| | 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. |
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| <big><b>OTG {{clr|S|c.S}} > jc 66[3] {{clr|D|j.D}} > Microdash > Snip Snip Snip</b></big><br>
| | More practical is to airdash while covered by an item, or on a knockdown. |
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| Can sometimes catch people off guard and can also be substituted for 2K to start 2K RPS
| | ===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. |
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| <big><b>OTG {{clr|S|c.S}} > jc 663 {{clr|H|j.H}} Safejump</b></big><br>
| | ===General Airdash Situations=== |
| This leads to far more advantage on block, and done deeply & correctly, leads to rising {{clr|K|j.K}} fuzzies. Whiffs on crouching opponents, which is why conditioning with {{clr|D|j.D}} first is so essential.
| | {| 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}}. |
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| <big><b>Corner OTG {{clr|S|c.S}} 7jc {{clr|P|j.236P}}</b></big><br>
| | After {{clr|H|236H}} (SnipSnipSnip), {{clr|D|j.D}} will hit meaty and be +10, even without steering. |
| Strong meterless plus frames that covers reversals nicely. Forgoes Item Toss into meaty {{clr|S|c.S}}, but confers a fuzzy on stand block.
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| GREAT option if your last mix was Snip Snip Snip, and you think throw will work in place of high/low Afro setups.
| | 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. |
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| | |{{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. |
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| https://twitter.com/PearlJamFGC/status/1409282771327930368
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| }} | | |{{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}}. |
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| ==Item Toss > Meaty c.S==
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| {{Card | | |{{ComboText|IAD[~2] {{clr|P|j.P}} {{clr|P|j.P}} ▷ ({{clr|S|c.S}} ... )}} |
| |header=Item OTG routes | | |Anywhere, Everyone*, {{clr|4|Hard}} |
| |content=
| | |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). |
| <big><b>Weight</b></big><br>
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| {{clr|S|c.S}} 9jc {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|5H}} allows for a mixup with a second {{clr|S|c.S}} covered by the falling weight, and resets to neutral safely otherwise.<br> | |
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| <big><b>Trumpet</b></big><br>
| | 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]). |
| {{clr|S|c.S}} {{clr|S|236S}} [3~1] guides you into the trumpet.<br> | | |- |
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| <big><b>Meteor</b></big><br> | | |{{ComboText|IAD (dl.){{clr|S|236S}} [2]}} |
| Meteors can cover a {{clr|H|6H}} attempt after {{clr|S|c.S}}.<br>
| | |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}}. |
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| <big><b>Hammer</b></big><br>
| | 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. |
| Hammer can cover a {{clr|H|6H}} attempt after {{clr|K|2K}}.<br>
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| <big><b>Afro</b></big><br>
| | 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}}. |
| {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|5H}} pushes opponents right under the falling afro.<br> | | |- |
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| <big><b>Mini Faust</b></big><br>
| | |{{ComboText|IAD[2] {{clr|K|j.K}} {{clr|K|j.2K}} ▷ ({{clr|K|2K}} ... )}} |
| {{clr|S|c.S}} {{clr|H|5H}} pushes opponents right into Mini Faust, activating him immediately to cover your next action e.g. {{clr|H|6H}} Scalpel.<br> | | |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]. |
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| <big><b>Banana/Donut</b></big><br>
| | 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. |
| {{clr|S|c.S}} {{clr|S|f.S}} {{clr|H|5H}} pushes opponents back far enough to force them to block the banana peel after eating it, allowing for another item pull. After donut, resets to neutral safely.<br> | | |- |
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| <big><b>Bomb</b></big><br>
| | |{{ComboText|IAD[~2] {{clr|P|j.P}} {{clr|K|j.2K}} ▷ ({{clr|K|2K}} ... )}} |
| Instead of meaty {{clr|S|c.S}}, meaty {{clr|K|2K}} {{clr|D|2D}} {{clr|S|214S}} is a gimmicky mixup that results in {{clr|K|5K}} 9jc {{clr|S|j.S}} {{clr|H|j.H}} {{clr|K|5K}} {{clr|S|236S}} [6] for a wallbreak combo from midscreen off the Bomb explosion. Even if the {{clr|S|214S}} is blocked, careless punish attempts can still be caught by the explosion.
| | |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). |
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| https://twitter.com/USF4rosecom/status/1406004749502058497
| | |{{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. |
| | |} |
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| | ===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. |
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| https://twitter.com/USF4rosecom/status/1406576886008844290
| | 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> |
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| ==Offense and Defense, A Dual Okizeme Primer== | | {|class="wikitable" style="width:100%; min-width: 500px; max-width: 1350px;" |
| <big><b>Summary</b></big><br>
| | |{{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. |
| Offense and Defense, with respects to oki, are two sides of the same coin. These videos attempt to break it down from both perspectives. The videos outline most (But not all) of the options you might see in a match of Guilty Gear.
| | |- |
| | |{{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. |
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| <big><b>Videos</b></big><br>
| | {|class="wikitable" style="width:100%; min-width: 500px; max-width: 1350px;" |
| {{#ev:youtube|https://www.youtube.com/watch?v=AofLW0NrpD0|}} | | |{{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.|| |
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| {{#ev:youtube|https://www.youtube.com/watch?v=wQTp_KCejGE|}} | | |{{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.|| |
| | | |- |
| ==After Okizeme, the Situation after Faust c.S on Block==
| | |{{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.|| |
| <big><b>Summary</b></big><br>
| | |- |
| After {{clr|S|c.S}}, there's a situation that develops. You're technically not at frame advantage, but you can always represent a {{clr|S|2S}} or {{clr|H|5H}} trap in that situation all the way to the end of {{clr|S|c.S}} recovery. This is thanks to the ability to delay gatlings from S normals.
| | |{{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|| |
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| | |{{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.|| |
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| | |{{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.|| |
| | |- |
| | |} |
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|
| Using a spread of {{clr|S|2S}} timings allows you to fish for counterhits, and threaten to cover your approach should you decide to tick throw from {{clr|S|c.S}} instead. The video below outlines this interaction.
| | ===F-shiki setups=== |
|
| |
|
| <big><b>Video</b></big><br>
| | ===Items and Airdashes=== |
| {{#ev:youtube|https://www.youtube.com/watch?v=_oPB9E56m-M&t|}}
| |
|
| |
|
| ==Defense== | | ==Defense== |
Line 191: |
Line 253: |
|
| |
|
| ==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 |
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| 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. | | 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. Across will be far, and upwards hitsparks (typically upswinging attacks) will be tall. | | 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. |
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| {{Gallery | | {{Gallery |
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| *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. | | *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. | | *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 blocktring for long enough to reach the explosion, and still have potential for mix. 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)}} | | *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. | | *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. |
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| |} | | |} |
|
| |
|
| ==Crawl==
| |
|
| |
| Instantly shrinks Faust's hurtbox, letting Faust low profile under certain attacks.
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|
| |
| 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}},
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| {{clr|P|5P}},
| |
| {{clr|S|f.S}},
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| {{clr|P|6P}},
| |
| {{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}}}}
| |
| ||
| |
| {{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}}}},
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| {{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}},
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| {{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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| {{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}},
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| {{clr|K|5K}},
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| {{clr|P|6P}}
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| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.236H|label=IAS {{clr|H|j.236H}}}}
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| ||
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| {{clr|S|f.S}},
| |
| {{clr|P|5P}}
| |
| ||
| |
| {{clr|S|f.S}}
| |
| ||
| |
| {{clr|P|j.P}},
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| {{clr|K|j.K}},
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| {{clr|D|j.D}}
| |
| ||
| |
|
| |
| |-
| |
| |{{Character Label|GGST|Chipp Zanuff|label=Chipp}} ||
| |
| {{clr|P|2P}},
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| {{clr|P|5P}},
| |
| {{clr|S|f.S}},
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| {{clr|H|5H}},
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| {{clr|P|6P}},
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| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label={{clr|K|236S 236K}}}}
| |
| ||
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| {{clr|S|f.S}},
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| {{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}},
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| {{clr|P|5P}},
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| {{clr|S|f.S}},
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| {{clr|H|5H}},
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| {{clr|P|6P}},
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| {{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}},
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| {{clr|K|5K}},
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| {{clr|S|f.S}},
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| {{clr|H|5H}},
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| {{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}},
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| {{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}} ||
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| {{clr|H|2H}},
| |
| {{clr|P|5P}},
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| {{clr|P|6P}},
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| {{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
| |
| |}
| |
|
| |
|
| ==Glossary== | | ==Glossary== |