GGXRD-R2/Faust: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
{{MFlag|stub|cleanup}}
{{GGXRD-R2/CharacterLinks}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
<div id="home-content" class="home-grid">
{{Overview
{{card|width=4|height=1
|overview= Although Faust's appearance is bizarre, he's a fundamentals based spacing character that uses long ranged normals and random items to keep his opponent at bay. Faust also has a command grab (proximity unblockable) and a variety of overheads which, combined with various items, make for a deadly oki(post knockdown) game. Faust has both straight-forward combos and game plan which makes him a strong choice for beginners to pick up, while the focus on fundamentals and adaptation means he's also difficult to master.
|header=Overview
|lore=  
|content= The charismatic Dr. Faust is a fine choice for a player looking for a simple, yet strong character focused on space  control and a little luck.
|quote=  
 
|voice_actor=
Faust is a fundamentals based spacing character who aims to dominate neutral via long/range normals and items thrown with {{MiniMoveCard|input=236P|label=item toss}}. He also rules the skies with very good air normals, making it very difficult for the opponent to find an opening, even without being hampered by items. Faust can also run strong mixups with a "command grab" (proximity unblockable) and a variety of overheads which, combined with various items, make for a deadly okizeme game. If he's lucky, the items Faust tosses out can shift the game in his favor, ranging from moving hitboxes or large projectiles that can defend him, to status effects, food, and jump pads. With all these abilities combined, Faust is capable of creating very chaotic games.
|summary= is a spacing character that uses long ranged normals and random items to keep his opponent at bay.
 
On the other hand, Faust is held back by fairly slow normals, making countering the opponent a bit more difficult. He also does not have very strong defensive options if his opponent steals a turn, and his taller hitbox, slow airdash, and long wakeup means escaping pressure is a more uphill battle for Faust than other characters.
 
Overall, Faust has both straight-forward combos and a simple game plan which makes him a strong choice for beginners to pick up, while the focus on fundamentals and adaptation means he's also difficult to master.
}}
{{GGXRD-R2/Infobox
| fastestAttack = [[#5P|5P]] (6F), [[#Hack n' Slash|214H]] (5F)
| reversal = [[#5D|5D]] (1-11F Strike), [[#Stimulating Fists of Annihilation|236236S]] (11+1F)
}}
{{ProsAndCons
|intro= is a spacing character that uses long ranged normals and random items to keep his opponent at bay.
|pros=
|pros=
*'''Spicy Zoning:''' Faust's scalpel normals (like {{clr|3|f.S}}, {{clr|4|5H}} and especially {{clr|4|j.H}}) control space on the ground with ease. Against airborne opponents, Faust has {{clr|2|5K}} and {{clr|1|6P}} to swat opponents out of the sky. Approaching him at all can be difficult.
*'''Spicy Zoning:''' Faust's scalpel normals (like {{MiniMoveCard|input=f.S|label=f.S}}, {{MiniMoveCard|input=5H|label=5H}} and especially {{MiniMoveCard|input=j.H|label=j.H}}) control space on the ground with ease. Against airborne opponents, Faust has {{MiniMoveCard|input=5K|label=5K}} and {{MiniMoveCard|input=6P|label=6P}} to swat opponents out of the sky. Approaching him at all can be difficult.
*'''Items:''' {{MiniMoveCard|input=236P|label=Item Toss}} throws out a randomized item from Faust's arsenal, all of which give him good options for controlling the screen. Many of Faust's items are excellent and benefit him greatly.
*'''Items:''' {{MiniMoveCard|input=236P|label=Item Toss}} throws out a randomized item from Faust's arsenal, all of which give him good options for controlling the screen. Many of Faust's items are excellent and benefit him greatly.
*'''Mix-Ups:''' With an {{MiniMoveCard|input=j.2K|label=instant overhead}}, {{MiniMoveCard|input=214H|label=proximity unblockable}}, and a {{MiniMoveCard|input=2K|label=multi-hit jump cancellable low}}, Faust bathes in excellent mixup tools.
*'''Mix-Ups:''' With an {{MiniMoveCard|input=j.2K|label=instant overhead}}, {{MiniMoveCard|input=214H|label=proximity unblockable}}, and a {{MiniMoveCard|input=2K|label=multi-hit jump cancellable low}}, Faust bathes in excellent mixup tools.
*'''Surprisingly Good Pressure:''' For a zoner, Faust has great pressure since most of his moves are jump-cancellable. Huge blockstun on {{clr|2|j.2K}} and corner control using anti-airs and items make him rather fearsome once he's gotten a knockdown.
*'''Surprisingly Good Pressure:''' For a zoner, Faust has great pressure since most of his moves are jump-cancellable. Huge blockstun on {{clr|2|j.2K}} and corner control using anti-airs and items make him rather fearsome once he's gotten a knockdown.
*'''Excellent Defense:''' Faust can go over numerous attacks given a 4 to 6 frame window thanks to a defensive jump > j.2K and a good rising hurtbox. Furthermore, he has an invulnerable {{clr|5|5D}} that can be YRC'ed.
*'''Excellent Defense:''' Faust can go over numerous attacks given a 4 to 6 frame window thanks to a defensive jump > j.2K and a good rising hurtbox. Furthermore, he has an invulnerable {{MiniMoveCard|input=5D|label=5D}} that can be YRC'ed.
*'''Low Profile:''' Weird hurtbox and can crawl to low profile many moves.
*'''Low Profile:''' Fausts crawl allows him to go under many high hitting normals that opponents may attempt to use both in pressure and in neutral, giving Faust unique options to go around many characters options in neutral
|cons=
|cons=
*'''Long Body:''' Large hurtbox while getting hit makes him subject to many strong combos, even with his average defensive stats.
*'''Long Body:''' Large hurtbox while getting hit makes him subject to many strong combos, even with his average defensive stats.
*'''Slow and Thin Normals:''' His fastest normal has 6 frames of start up, which is 1 frame more than the average character, and many attacks have lengthy recovery. Their narrow hitboxes also make them easy to low-profile.
*'''Slow and Thin Normals:''' His {{MiniMoveCard|input=5P|label=fastest normal}} has 6 frames of start up, which is 1 frame more than the average character, and many attacks have lengthy recovery that can allow a savvy opponent to approach Faust if he's reckless with his pokes. Their narrow hitboxes also make them easy to low-profile, particular by characters such as Sol
*'''Airdash:''' Faust's slow airdash makes it hard to escape the corner or deal with enemy zoning.
*'''Airdash:''' Faust's unique airdash is much longer than average, and can often make escaping the corner against tighter pressure more difficult than other characters, though it can be cancelled into his Faultless Defense Cancel throughout much of the duration to make anti-airing Faust less predictable than it would be otherwise
*'''Lengthy Wakeup:''' Long wake up time means keeping the pressure on Faust can be quite easy.
*'''Lengthy Wakeup:''' Faust's Face-Down wakeup time is quite long, subjecting Faust to character specific okizeme that may be much more difficult for him to escape than for other characters.
}}
}}
</div>


==Normal Moves==
==Normal Moves==
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|input=5P
|input=5P
|description=
|description=
*1 frame faster than {{clr|1|2P}} and has good range for a jab. Useful for keeping up pressure, starting combos, and anything else you'd expect a jab to do, but be careful because characters like Sol can {{clr|1|6P}} it or low-profile it.
1 frame faster than {{clr|1|2P}} and has good range for a jab. Useful for keeping up pressure, starting combos, and anything else you'd expect a jab to do.
 
Goes into {{clr|3|c.S}}, {{clr|3|f.S}} and {{clr|3|2S}} on normal hit. Will CH into {{clr|4|2H}}, and counter/croucher hits into {{clr|5|2D}}.
 
*Can be {{clr|1|6P}}'d or low profiled by some characters, such as Sol.
*Jump cancellable
*Jump cancellable
*Can whiff cancel into {{clr|1|2P}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}, {{clr|5|5D}}
}}
}}


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|input=5K
|input=5K
|description=
|description=
An amazing jump-checker and anti-air that can catch IADs or to space against taller characters. Because it has several active frames and recovers quickly it is a great move to keep on hand in neutral, but characters can usually run under it pretty easily.
An amazing jump-checker and anti-air that can catch {{keyword|IAD}}s or space against taller characters.  
*Jump cancellable, and knockback/wall-stick on counter hit
 
Because it has several active frames and recovers quickly, its a great move to keep on hand in neutral, though opponents can usually run under it pretty easily. Converting off of {{clr|K|5K}} can greatly increase Faust's damage output, as it can be combo'd into a {{MMC|input=236S|label=Pogo}} ender.
 
Combos into all of its gatlings except {{clr|5|5D}} on normal grounded hit, and can be jump cancelled for quick conversions off anti-air hits.
 
*Knockback/wall-stick on counter hit
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}, {{clr|5|5D}}
}}
}}


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|input=c.S
|input=c.S
|description=
|description=
Usually a segue in gatlings and combos. Can be useful to end pressure on because it's +2 on block, but can be strange to use raw because its input coincides with the much lengthier {{clr|3|f.S}}.
Usually a segue in gatlings and combos, as it goes into knockdowns or {{MMC|input=236S|label=pogo}} easily. Can be useful to end pressure on because it's +2 on block, but can be awkward to try to use raw because its input coincides with the much lengthier {{clr|3|f.S}}.
*Jump cancellable, and reverse gatlings to {{clr|1|5P}}
 
Combos into every gatling except {{clr|5|5D}}, although there is no real reason to go into {{clr|4|2H}} over {{clr|4|5H}} in combos.
 
*Jump cancellable
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}, {{clr|5|5D}}
}}
}}


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|input=f.S
|input=f.S
|description=
|description=
Faust's most notorious poke gets even longer in Xrd. Has a long recovery, so watch for jumping and make sure it tags your opponent. Some characters can low profile or 6p it. Despite this, {{clr|3|f.S}} is an absolute staple in Faust's arsenal. Cancelling max range {{clr|3|f.S}} into item throw is a great way to get Faust's game started.
Faust's most notorious long poke and dominant neutral option. Has high recovery, so watch for jumping and make sure it tags the opponent. Some characters can low profile or {{clr|1|6P}} it. Despite this, {{clr|3|f.S}} is an absolute staple in Faust's arsenal. Cancelling max range {{clr|3|f.S}} into {{MMC|input=236P|label=item throw}} is a great way to get Faust's game started.
 
While it technically combos into {{clr|4|5H}}, most of the time the pushback on hit or sheer range difference will cause it to whiff.
 
*{{clr|3|f.S}} RRC into {{MMC|input=41236K|label={{clr|2|41236K}}}} gives Faust a VERY long ranged combo starter.
*Can be YRC'd during its startup to abort mission, which is also useful for {{tt|{{clr|S|f.S}} OS|RCing f.S at a certain timing will YRC on whiff or RRC on hit}}
 
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|5D}}
}}
}}


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|input=5H
|input=5H
|description=
|description=
Usually just used in combos, it can be an ok midrange poke to use when you are too close for {{clr|3|f.S}}. {{clr|4|5H}} is one of 3 of Faust's moves that will combo into {{clr|3|236S}} and if you get a counter hit, {{clr|2|41236K}}.
Usually just used in combos, it can be an okay midrange poke to use when too close for {{clr|3|f.S}}. {{clr|4|5H}} is one of 3 of Faust's moves that will combo into {{clr|3|236S}} and on a counter hit, {{clr|2|41236K}}.
 
Combos into {{clr|5|2D}} at almost every range, but will also go straight to {{MMC|input=236S|label=Pogo}} at every range, which is more useful pretty much every time.
 
* Hits 3 times total, which can be situationally useful.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|2D}}, {{clr|5|5D}}
}}
}}


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|input=5D,5D Reflect|versioned=input
|input=5D,5D Reflect|versioned=input
|description=
|description=
The closest thing to a meterless reversal Faust has, but try to only use if you see something with a long whiff recovery. A frame slower than his other grounded overhead; It's shorter, and a bit easier to see, but it doesn't suffer as much recovery on whiff. New to Xrd, Faust can also [[#Batting_Items|bat items]] he throws out at various angles.
The closest thing to a meterless reversal Faust has, but try to only use if agains something with a long whiff recovery. One frame slower than his other grounded overhead; It's shorter, and a bit easier to see, but it doesn't suffer as much recovery on whiff. Faust can also use {{clr|D|5D}} to [[#Batting_Items|bat items]] he throws out at various angles.
*Cannot be cancelled except on hit into homing dash/jump.
*Can be YRCed early for ~11f of strike invuln.
----
;Reflect
{{clr|D|5D}} can also be used to bat opponents' projectiles as well. This will nullify their projectile and create a baseball which will fly toward the opponent at an upward angle, and if it hits them, you get to laugh. Timing the reflect as early as possible causes the ball to fly diagonally upwards at a high speed, a late reflect makes it travel in an arc. Since the startup is so long, it's difficult to time this properly or use it effectively.


You can bat opponents' projectiles as well. This will nullify their projectile and create a baseball which will fly toward the opponent at an upward angle, and if it hits them, you get to laugh. However, since the startup on {{clr|5|5D}} is so long, it's difficult to time this properly or use it effectively. Also, in the case of multi-hitting projectiles, you can only bat the first one and you'll get hit by the rest. Whether that trade and reset is to your advantage is very situational. Values in [ ] are when you reflect on first 2 possible reflect frames.
Also, in the case of multi-hitting projectiles, Faust can only bat the first hit and get hit by the rest. Whether that trade and reset is to Faust's advantage is very situational.  
 
*Values in [ ] are when Faust reflects on first 2 possible frames.
}}
}}


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|input=6P
|input=6P
|description=
|description=
Another of many good anti-airs, and the only one blessed with above-knees invuln, but don't rely on it because there is a frame of vulnerability before startup. Always cancel into item throw if you can, because either way it'll lead into a combo (see combo section below).
Another of Faust's many good anti-airs. Blessed with above-knees invincibility, but be wary, as it ends 1 frame before the move goes active. While it's great as an anti-air, it lacks a significant horizontal hitbox and can be gone under easily in some situations. There is also a dead zone between the hitbox and Faust's collision box which can lead to some awkward whiffs if the opponent is too close to him.
 
Has no gatlings, is super minus on block, and leaves Faust wide open on whiff. Use with care.
 
*Usually trades advantageously. Can follow up with {{clr|2|5K}}.
*Usually trades advantageously. Can follow up with {{clr|2|5K}}.
}}
}}
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|input=6H
|input=6H
|description=
|description=
Deceptive overhead with an odd starting animation that catches many off guard.
Standing overhead with an odd starting animation that catches many off guard.


{{clr|4|6H}} is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as drill cancel {{clr|2|j.K}}. It's a very tempting move to throw out, but be careful because it has huge recovery if whiffed, and can very punishable if not canceled. One of 3 moves that will combo into {{clr|3|236S}} and if you get a counter hit, {{clr|2|41236K}}.
{{clr|4|6H}} is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as {{tt|drill cancel|Faultless Defense startup cancel of j.2K}} {{clr|2|j.K}}. It's a very tempting move to throw out, but be careful as it has huge recovery on whiff, and can be very punishable if not canceled.  
 
One of 3 moves that will combo into {{clr|3|236S}} on normal hit, and on a counter hit, {{clr|2|41236K}}.
}}
}}


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|input=2P
|input=2P
|description=
|description=
A great little poke with decent range and hits low. It's your fastest low, and can enable frame traps, tick throws, empty jumps, and any other mixup you can think of. Use as often as you can.  
A great little poke with decent range and hits low. It's Faust's fastest low, and can enable frame traps, tick throws, empty jumps, and any other mixup you can think of. Use as often as possible.
 
Faust can whiff cancel this button into {{clr|3|f.S}} or {{clr|3|c.S}}.
 
Can ONLY combo into {{clr|3|2S}}, even on counter-hit. Not a bad thing as Faust can get {{MMC|input=236S|label=Pogo}} from that, or just frametrap into other gatlings.
 
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


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|input=2K
|input=2K
|description=
|description=
2K has 3 parts that all hit low. It's your best move to use meaty, can be used on occasion as an anti-air and can even be used to bait bursts. It's the epitome of versatility with its only downside being that it really doesn't function as a poke. Great for frame traps, and links into 2P for a combo.  
{{clr|K|2K}} has 3 parts that all hit low. It's Faust's best {{keyword|meaty}}, great for frame traps, mixups, can be used on occasion as an anti-air, and can even be used to bait bursts. It's the epitome of versatility with its only downside being that it really doesn't function as a poke.
*All hits can be jump cancelled.  
 
Combos into {{clr|3|f.S}} or {{clr|4|5H}} off any raw hit (though Faust can't be in range to hit with the first and do {{clr|S|f.S}}). Will ONLY combo to {{clr|5|2D}} on counter-hit, and only if it was the third hit. Links into {{clr|1|2P}} for combo after the third hit.
 
Each hit of {{clr|K|2K}} can be jump cancelled, which gives Faust easy access to high-low mixups through {{clr|K|2K}} > jc > {{clr|K|j.2K}} FDC > {{clr|K|j.K}} ([[GGXRD-R2/Faust/Strategy#Tips_and_Tricks|see general strategy]] for more information on Faultless Drill Cancel)
 
*Gatling to {{clr|3|f.S}} won't come out if Faust is too close to the opponent.
*Faust can whiff cancel the ending frames into {{clr|1|2P}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


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|input=2S
|input=2S
|description=
|description=
An OK anti-air among many great ones, {{clr|3|2S}} is usually only used in combos, particularly into air combos. It's minus 7 on block, so try not to end pressure with it, and make sure you are in range when you use it.  
An OK anti-air among many great ones, {{clr|3|2S}} is usually only used in combos, particularly into air combos. It's -7 on block, so try not to end pressure with it, and make sure to be in range when using it.
 
On the ground, Faust can always confirm {{clr|4|5H}} or {{clr|4|2H}} to get into {{MMC|input=236S|label=pogo}}. Also confirms {{clr|5|2D}} naturally.
*Jump cancellable
*Jump cancellable
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}


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|input=2H
|input=2H
|description=
|description=
Now that {{clr|4|2H}} hits low, it can be a great toe-checker in corner pressure, but as a poke it still plays second cousin to {{clr|3|f.S}}. Gets good damage in combos, and is one of 3 of Faust's moves that will combo into {{clr|3|236S}} and if you get a counter hit, {{clr|2|41236K}}.
{{clr|4|2H}} hits low, which can be a great toe-checker in corner pressure, but as a poke it still plays second cousin to {{clr|3|f.S}}, though {{clr|H|2H}} will beat out {{clr|P|6P}} attempts. Gets good damage in combos, and is one of 3 of Faust's moves that will naturally combo into {{clr|3|236S}}, and on a counter hit, {{clr|2|41236K}}.
 
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|5|5D}}
}}
}}


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|input=2D
|input=2D
|description=
|description=
As with all other {{clr|5|2D}}s it'll knockdown, so it's a good way to start oki. Slightly shorter than {{clr|4|2H}} so it's a bit less useful as your extended low, but it'll combo after {{clr|1|5P}} on crouching opponents which is good at certain ranges.  
As with all other {{clr|5|2D}}s it'll knockdown, so it's a good way to start oki. Slightly shorter than {{clr|4|2H}} so it's a bit less useful as an extended low, but it'll combo after {{clr|1|5P}} on crouching opponents which is good at certain ranges.  


If {{clr|5|2D}} hits, then cancelling into item, normal jumping forward, and doing a deep {{clr|2|j.K}} or {{clr|3|j.S}} is a safe jump.
If {{clr|5|2D}} hits, then cancelling into item, normal jumping forward, and doing a deep {{clr|2|j.K}} or {{clr|3|j.S}} is a safe jump.
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|input=j.P
|input=j.P
|description=
|description=
Mid-air jab, though {{clr|2|j.K}} usually does {{clr|1|j.P}}'s job better. Recovers quickly though, so can be useful as a visual facade to catch opponents with {{clr|4|j.H}}. Can keep your opponent blocking with {{clr|1|j.P}} {{clr|2|j.K}} {{clr|1|j.P}} {{clr|2|j.K}} etc.
Mid-air jab, though {{clr|2|j.K}} usually does {{clr|1|j.P}}'s job better. Recovers quickly though, so can be useful as a visual facade to catch opponents with {{clr|4|j.H}}. Faust can keep opponents blocking with {{clr|1|j.P}} {{clr|2|j.K}} {{clr|1|j.P}} {{clr|2|j.K}} etc.
 
Combos into {{clr|2|j.K}} or {{clr|4|j.H}} on hit, but it's generally best to use {{clr|2|j.K}} as it starts combos or makes someone block forever.
 
*Can whiff cancel into {{clr|1|j.P}} or {{clr|2|j.K}}.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}


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|input=j.K
|input=j.K
|description=
|description=
A great jump in, and the button to use after a instant air drill cancel for an overhead (see general strategy).  
A great jump in, and the button to use after a instant air drill cancel for an overhead ([[GGXRD-R2/Faust/Strategy#Tips_and_Tricks|see general strategy]]).
 
While it can combo into any of its gatlings, Faust must be above the opponent to hit {{clr|5|j.D}}, which may require a jump cancel. Combos into itself on jc.
*Faust's only jump cancellable air normal, important for adding hits to air combos
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
}}
}}


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|input=j.2K
|input=j.2K
|description=
|description=
This move will send faust twirling in a down forward angle at any point of his jump. It's a great move to use in pressure low to the ground, and will produce much hitstun on counter hit for an easy combo. It's also the "drill" in Faust's drill cancel, and it great to use after drill cancel {{clr|2|j.K}}.
This move will send Faust twirling in a down forward angle at any point of his jump. It's a great move to use in pressure low to the ground, and will produce much hitstun on counter hit for an easy combo. It's also the "drill" in Faust's drill cancel, and it great to use after drill cancel {{clr|2|j.K}}.
}}
}}


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|input=j.S
|input=j.S
|description=
|description=
{{clr|3|j.S}} is usually combo filler, but it can also be used as a pre-emptive poke after a drill cancel.  Its disjointed and downward hitbox can also make it an alternative jump-in option when {{clr|2|j.K}}'s hurtbox or {{clr|5|j.D}}'s landing recovery may cause problems.
{{clr|3|j.S}} is usually combo filler for {{clr|4|j.H}}, but it can also be used as a pre-emptive poke after a drill cancel.  Its disjointed and downward hitbox can also make it an alternative jump-in option when {{clr|2|j.K}}'s hurtbox or {{clr|5|j.D}}'s landing recovery may cause problems. Combos into both of its gatlings, though the gatling to {{clr|1|j.P}} is pretty much useless.
 
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}
}}
}}


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|description=
|description=
An amazing air-to-air zoning tool that hits like a truck to boot. If used with drill cancels, it can keep airdashers at bay, and even tag some grounded opponents.  
An amazing air-to-air zoning tool that hits like a truck to boot. If used with drill cancels, it can keep airdashers at bay, and even tag some grounded opponents.  
*No cancel options.
*Air combo ender.
}}
}}


Line 166: Line 249:
|input=j.D
|input=j.D
|description=
|description=
{{clr|5|j.D}} is a great jump-in when directly above your opponent, and has a decent hitbox under Faust that is able to cross-up. It can be cancelled into Going My Way ({{clr|4|236H}}) low to the ground, which can be safe or advantageous. Depending on how much time you have after a knockdown, you can instant air dash > drill cancel > {{clr|5|j.D}} for an ambiguous crossup, and then RC for a mixup/Damage.
{{clr|5|j.D}} is a great jump-in when directly above the opponent, and has a decent hitbox under Faust that is able to cross-up. It can be cancelled into {{MMC|input=j.236H|label=Going My Way}} low to the ground, which can be safe or advantageous.  
 
Depending on how much time Faust has after a knockdown, he can perform instant air dash > drill cancel > {{clr|5|j.D}} for an ambiguous crossup, and then RC for a mixup/Damage.
}}
}}


Line 174: Line 259:
|input=Ground Throw
|input=Ground Throw
|description=
|description=
It's like any other characters throw. Combos into an OTG {{clr|4|2H}} in the corner or with a micro dash midscreen and can be RRC'd for good damage.  
It's like most other characters' grounded throw. Creates a good amount of distance and lets Faust safely toss items.
* Combos into an OTG {{clr|4|2H}} in the corner or with a micro dash midscreen  
* Can be RRC'd for good damage.  
}}
}}


Line 181: Line 268:
|input=Air Throw
|input=Air Throw
|description=
|description=
Has good range for an air throw and is best used when opponents are jumping to avoid items. Since air combos lead to an air tech, you can also try to catch them with this as they recover.  
Has good range for an air throw and is best used when opponents are jumping to avoid items. Since Faust's air combos lead to an opponent air teching, he can also try to catch them with this as they recover.  
}}
}}


Line 188: Line 275:
|input=DAA
|input=DAA
|description=
|description=
Faust's {{clr|1|6P}} but fully invincible. Since Faust has little in terms of defense, dead angle can be a frugal use of meter.
Faust's {{clr|1|6P}} but fully invincible. Since Faust has little in terms of defense, DAA can be a frugal use of meter. While its large vertical hitbox lets him deal with enemies jump cancelling or attacking from the air, it has the same blindspot at the knees and below, and little horizontal range. Try not to get predictable, lest you get low profiled and even potentially punished because of this.
}}
}}


===<big>Blitz Attack</big>===
===<big>Blitz Attack</big>===
{{InputBadge|{{clr|S|S}}+{{clr|H|H}}}}
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=Blitz,[Blitz]|versioned=name
|input=Blitz,[Blitz]|versioned=name
|description=
|description=
*List what the move is used for
Faust's defensive options without meter are a bit gimmicky, as things like jump into drill need a frame window he won't always possess. With that in mind, it's never a bad idea to keep 25 meter on hand to try to Blitz the opponent away.  Using a Blitz or dead angle at the right time (early enough into a disadvantaged situation) is a small thing that can often propel Faust into the lead.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Additionally, because Faust's Gold IK is insanely fast, he is able to Blitz attacks and IK the opponent in some situations, but this is not an important foundational strategy.
}}
}}


Line 205: Line 292:
|input=Taunt
|input=Taunt
|description=
|description=
Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.
Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.  
*One of Faust's two taunts
*MUST be faultless defensed
}}
}}


Line 214: Line 303:
|input=41236K,41236K > 4,Pull > 236P,Pull > 236P > 236P,Pull > 236P > 236P > 236P|versioned=input
|input=41236K,41236K > 4,Pull > 236P,Pull > 236P > 236P,Pull > 236P > 236P > 236P|versioned=input
|description=
|description=
Scalpel Pull is great to cancel into after long range pokes since it pushes them back, and leads to good damage if it connects. Despite being negative, it's unpunishable on block. Items might ruin or change the combo, and many players will try to burst after "Pull Back" so be ready to adapt. Also after "Pull Back" you can link a normal for an alternative combo, which can be useful if they hit something on the way over.  
Thrust (also known as "Scalpel") is a combo tool used in hit confirms at longer ranges, especially on counter hit. Despite being negative, it's generally unpunishable on block.


Be careful throwing it often, because it has a lengthy recovery on whiff, and can be easily low-profiled or stuffed at full range easily by some characters.
On block, it's a great option to cancel into after long range pokes since it pushes them back, and leads to good damage if it connects. Items might ruin or change the combo, and many players will try to burst after "Pull Back" so be ready to adapt. Also, after "Pull Back" Faust can link a normal for an alternative combo, which can be useful if they hit something on the way over.
 
Be careful throwing it out often, because it has a lengthy recovery on whiff and can be easily low-profiled or stuffed at full range by some characters.
}}
}}


Line 224: Line 315:
|input=214H
|input=214H
|description=
|description=
HackNSlash is a "proximity unblockable" which actually just functions as a handy command grab. On the first frame after inputting, the move checks if your opponent is in range and in a grabbable state (e.g. not airborne or throw invulnerable) and if they are, the move activates, otherwise you'll get the whiff animation. Once it's activated, it can catch them even if they try to jump away, but only the first hit is unblockable. Can be followed up with a combo in the corner.
Hack n' Slash (aka "Mettagiri") is a "proximity unblockable" which actually just functions as a handy command grab. On the first frame after inputting it, the move checks if the opponent is in range and in a grabbable state (e.g. not airborne or throw invulnerable) and if they are, the move activates, otherwise the whiff animation plays. Once it's activated, it can catch them even if they try to jump away, but only the first hit is unblockable. Can be followed up with a meterless combo in the corner.
 
Although it only activates in the same situation as a throw, it's still an attack. This means:
* It's burstable and can be blitzed
* You do not need to FD Break while dashing to activate it
* Neither Faust nor the opponent are immune to damage from on-screen effects, you can get hit out of the attack within the first couple of frames from lingering things like Dizzy's scythe or even your own bomb.
** This also means you can use it to combo into things Faust is immune to, like Meteors or chibis. The damage will be scaled though.


Although it only activates in the same situation as a throw, it's still considered a strike. This means:
*It's burstable and can be blitzed
*Neither Faust nor the opponent are immune to damage from on-screen effects, so Faust can get hit out of the attack within the first couple of frames from lingering things like Dizzy's {{MMC|chara=Dizzy|input=236P|label=Scythe}} or even his own Bomb.
**This also means it can be used to combo into things Faust is immune to, like Meteors or chibis. The damage will be scaled though.
}}
}}


Line 239: Line 328:
|input=j.236H
|input=j.236H
|description=
|description=
Used primarily to cancel into after jump-ins or j.2K for gimmicks and pressure. If you touch the ground in the animation it'll recover quickly, but if the animation finishes in the air it's extremely vulnerable.  
Combo ender. Used primarily to cancel into after jump-ins or {{clr|K|j.2K}} for gimmicks and pressure.  
 
If Faust touches the ground during the animation it'll recover quickly, but if the animation finishes in the air it's extremely vulnerable.  
}}
}}


Line 247: Line 338:
|input=214P,214K,214S|versioned=input
|input=214P,214K,214S|versioned=input
|description=
|description=
All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping diagonally and using faultless defense in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits with an air unblockable overhead. Where the moves really excel lies in the fact that you can YRC them before or after the teleport. This lets you teleport next to your opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.
All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping diagonally and using faultless defense in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits with an air unblockable overhead. Where the moves really excel lies in the fact that they can be YRCed before or after the teleport. This lets Faust teleport next to the opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.
*Above version can be used to combo right after a character gets knocked up by a [[#Jump_Pad|Jump Pad]].
*Above version can be used to combo right after a character gets knocked up by a [[#Jump_Pad|Jump Pad]].
*Above version gives ground bounce on normal hit, allowing faust to convert on hit into an air combo.
*Above version gives ground bounce on normal hit, allowing Faust to convert on hit into an air combo.
}}
}}


Line 257: Line 348:
|input=236S
|input=236S
|description=
|description=
{{clr|3|236S}} is a core special for combos. The move leaves you in pogo stance, which has a handbag of tricks, but if you aren't in a combo you are extremely vulnerable in this stance. Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.
{{clr|3|236S}} is a core special for combos. The move leaves Faust in '''Pogo Stance''', which has a handbag of tricks, but if not in a combo, Faust is extremely vulnerable in this stance. Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.
*{{clr|3|236S}} will combo after {{clr|4|5H}}, {{clr|4|2H}}, and {{clr|4|6H}}  
*{{clr|3|236S}} will combo after {{clr|4|5H}}, {{clr|4|2H}}, and {{clr|4|6H}}  
*If you release at the fastest possible time, this move is -21 on block.
*Released at the fastest possible time, this move is -21 on block.
*Faust cannot block during Pogo Stance
*Beats throw on startup
}}
}}


Line 267: Line 360:
|input=Pogo 66,Pogo 44,Pogo 9,Pogo 8,Pogo 2|versioned=input
|input=Pogo 66,Pogo 44,Pogo 9,Pogo 8,Pogo 2|versioned=input
|description=
|description=
Forward can be used as an occasional frame trap, but players generally won't tolerate it for long.
'''Forward (66)''' can be used as an occasional frame trap, but players generally won't tolerate it for long.
----
----
Backward helps you avoid some attacks when you are on the pogo, so use if you think they'll dp you or something.
'''Backward (44)''' helps Faust avoid some attacks when on the pogo, so is used to bait attacks and reversals.
----
----
Short hop can bring you closer to the opponent faster than Forward can, and can get you in range for the P and S pogo moves. If you YRC the hop, you have enough space for a {{clr|2|j.K}} which grants you a typical empty jump mixup.
'''Short hop (9)''' can bring Faust closer to the opponent faster than Forward can, and can get him in range for the {{clr|P|P}} and {{clr|S|S}} pogo moves. The hop can be YRCed to gain enough space for a {{clr|2|j.K}}, which grants a typical empty jump mixup.
----
----
Doctor Copter is a rare combo tool, but horribly unsafe at neutral. holding up lets you fly higher and will give your opponent more time to punish.
'''Doctor Copter (8)''' is a rare combo tool, but horribly unsafe at neutral. holding up lets Faust fly higher and will give the opponent more time to punish.
----
----
Cancel is the safest and most reliable move on pogo. You have more options on the ground, but if you are on the pogo in neutral without items, you are probably about to be punished regardless.
'''Cancel (2)''' is the safest and most reliable move on Pogo. While Faust has more options on the ground, staying in Pogo stance in neutral without items generally leads to being punished.
}}
}}


Line 283: Line 376:
|input=Pogo P,Pogo K,Pogo [K],Pogo S,Pogo [S],Pogo H,Pogo D|versioned=input
|input=Pogo P,Pogo K,Pogo [K],Pogo S,Pogo [S],Pogo H,Pogo D|versioned=input
|description=
|description=
Just a taste(P) can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.
'''Just a taste ({{clr|P|P}})'''  can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.
----
----
If timed well, Growing Flower(K) can sometimes beat out players trying to punish pogo stance with it's 6 frames of strike invuln.  
If timed well, '''Growing Flower ({{clr|K|K}})''' can sometimes beat out players trying to punish pogo stance with it's 6 frames of strike invuln.  
----
----
I'm a Flower(S) is no longer the staple in corner combos it was in AC, but it still sees rare use. The low in the h/l mixup Faust has on pogo. When YRCed is counted as mid hitting projectile instead of a low.
I'm a '''Flower ({{clr|S|S}})''' is the low in Faust's  high/low Pogo mixups. When YRCed is counted as mid hitting projectile instead of a low.
----
----
Going My Way(H) is what you'll usually be pressing for combos. It can catch them when they try to jump towards your pogo, But don't count on it. It's horrible on block to boot.
'''Going My Way ({{clr|H|H}})''' is what is usually used for combos. It can catch the opponent when they try to jump towards pogo, But don't count on it. It's horrible on block to boot.
----
----
What Could This Be?(D) is a handy and incredibly fast way to get items out while on pogo. If you are on pogo and there isn't an item out, it could be a good time to throw, but you might want to have the meter to YRC it first too.  
'''What Could This Be? ({{clr|D|D}})''' is a handy and incredibly fast way to get items out while on pogo. If Faust is in pogo without any items on screen, it could be a good time to throw, but can be risky without the meter to YRC it first.  
}}
}}


Line 299: Line 392:
|input=j.236P
|input=j.236P
|description=
|description=
Love is Faust's one reliable projectile, and it covers a decent angle below you. It is vulnerable to run-under against most characters or air-to-airs, so don't throw it out often if they aren't dealing with items.
Love (aka "Bomb Bag") is Faust's one reliable projectile, and it covers a decent angle below him. It is vulnerable to run-under against most characters or air-to-airs, so don't throw it out often if they aren't dealing with items.
 
Occasionally used after a {{clr|5|2D}} > IAD / super jump for okizeme when Faust can't throw another item (e.g. food item on screen)


'''Be aware that the explosion produced by "Love" can also hurt yourself.'''
*Be aware that the explosion produced by "Love" can also hurt Faust himself.
}}
}}


===<big>What Could This Be?</big>===
===<big>What Could This Be?</big>===
{{InputBadge|{{clr|1|236P}}}}
{{InputBadge|{{clr|1|236P}} (Hold OK)}}
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=236P
|input=236P
|description=
|description=
Faust's notorious item throw, be prepared for whatever item comes out and how your opponent will react to it. Faust's kit revolves around his items, so get as many out as you can.  
Faust's notorious item throw, be prepared for whatever item comes out and how the opponent will react to it. Faust's kit revolves around his items, so get as many out as possible.


Holding P lets Faust throw the item closer to himself and gives a chance to see which item it is. The startup is 25 frames when you do this, and recovers on frame 35.  
Holding {{clr|P|P}} lets Faust throw the item closer to himself and gives a chance to see which item it is. The held startup is 25 frames, and recovers on frame 35.  
}}
}}


==Items==
==Items==
General Item Notes:
General Item Notes:
*Each item's recovery refers to when you are able to throw another.
*Each item's recovery refers to when Faust is able to throw another.
*Some items have Jackpot versions, which have different properties than their normal versions. Whenever you would throw the normal version, it has a small chance of being the Jackpot version instead (20% normally, 10% if thrown via W-W-What Could This Be?).
*Some items have Jackpot versions, which have different properties than their normal versions. Whenever Faust would throw the normal version, it has a small chance of being the Jackpot version instead (20% normally, 10% if thrown via W-W-What Could This Be?).
[[File:GGXRD-R2_Faust_Item_Ratio.png|left|500px|thumb|Explanation: http://archive.fo/xOHaL]]
[[File:GGXRD-R2_Faust_Item_Ratio.png|left|500px|thumb|Explanation: http://archive.fo/xOHaL]]
Script mining in October 2018 gave futher insight into the percentage chance each item has of being produced from a normal throw.<br>
Script mining in October 2018 gave further insight into the percentage chance each item has of being produced from a normal throw. Although the exact percentage is not stated for each item, the relationships between each item are accurate enough. Hammer and mini-faust are the most likely items, poison/chocolate/doughnut all have the same chance, etc.
Although the exact percentage is not stated for each item, but the relationships between each item are accurate enough.<br>
Hammer and mini-faust are the most likely items, poison/chocolate/doughnut all have the same chance, etc.
<br style="clear:both;">
<br style="clear:both;">


Line 328: Line 421:
|input=Donut/Chocolate,Donut Box/Large Chocolate|versioned=input
|input=Donut/Chocolate,Donut Box/Large Chocolate|versioned=input
|description=
|description=
Food. Useful for restoring just enough HP to keep going for another hit, which is never bad, but beware that it stays on screen for a long time and prevents items from being thrown. The enemy does not *need* to pick it up if they don't want to, though if they are low on HP they might be desperate enough to go after it as well.
General Food information:
General Food information:
*Heals whoever picks up the food by walking over it.
*Heals whoever picks up the food by walking over it.
*If any food is on the ground you can't throw another item (without super). Don't get yourself killed trying to pick it up.
*If any food is on the ground, Faust can't throw another item (without super). Don't get killed trying to pick it up.
*Sin gains 500 Calories should he pick up Faust's Food.
*Sin gains 500 Calories should he pick up Faust's Food.
Donut Box and Golden Chocolate Bar are the Jackpot versions of Donut and Chocolate Bar.
Donut Box and Golden Chocolate Bar are the Jackpot versions of Donut and Chocolate Bar.
Line 344: Line 439:
Getting a hammer after a {{clr|1|6P}} hit on an aerial opponent lets you continue a combo meterless.
Getting a hammer after a {{clr|1|6P}} hit on an aerial opponent lets you continue a combo meterless.
----
----
;Golden Hammer
Jackpot version of normal hammer. Deals 50% more stun than normal hammer.
Jackpot version of normal hammer. Deals 50% more stun than normal hammer.
*One counter hit from this item in addition to most combos is enough to stun Dizzy and Raven.
*One counter hit from this item in addition to most combos is enough to stun Dizzy and Raven.
Line 352: Line 448:
|input=Chibi Faust,Large Faust|versioned=input
|input=Chibi Faust,Large Faust|versioned=input
|description=
|description=
Also known as Mini Faust. When either version of Chibi Faust touches the ground, you can throw another item to keep up pressure.
Also known as "Mini Faust". When either version of Chibi Faust touches the ground, Faust can throw another item to keep up pressure.
 
Chibi Faust enables Faust's setplay and will either force the opponent on the defensive, or cause them to jump and potentially get caught by an anti-air.
 
*Chibi Faust will float towards the ground, and start marching forward when he lands.
*Chibi Faust will float towards the ground, and start marching forward when he lands.
*Chibi Faust has a hitbox as soon as it starts floating
*Chibi Faust has a hitbox as soon as it starts floating.
*Can collide and trade with projectiles.
*Can collide and trade with projectiles.
*Because he's so small, it's many projectiles will whiff once he's on the ground.
*Because he's so small, many projectiles will whiff over him once he's on the ground.
 
Chibi Faust enables Faust's setplay and will either force your opponent on the defensive, or cause them to jump and potentially get caught by an anti-air.
----
----
Jackpot version of mini Faust. Also known as Mega Faust.
;Large Faust
Jackpot version of mini Faust. Also known as "Mega Faust".
*Same damage and behavior as Mini Faust, but much bigger.
*Same damage and behavior as Mini Faust, but much bigger.


The large hitbox means, for example, Ky's Stun Edge will trade with this, whereas it harmlessly passes over mini Faust. This can be a good and a bad thing, depending on how you play around it and seize the opportunities.
The large hitbox means, for example, Ky's {{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}} will trade with this, whereas it harmlessly passes over mini Faust. This can be a good and a bad thing, depending on how you play around it and seize the opportunities.
}}
}}


Line 370: Line 468:
|input=Bomb,Fireworks|versioned=input
|input=Bomb,Fireworks|versioned=input
|description=
|description=
Getting the Bomb is a good time to take to the sky and try to get an air throw or air-to-air. If they decide to block it on the ground, get pressure by throwing {{MMC|input=j.236P|label=Love}} or airdashing over their head for a crossup. If they get hit, Faust gets to follow up with a combo. Not a bad item to get overall.
*Bomb has no hitbox until it explodes
*Bomb has no hitbox until it explodes
*Can hurt both players.
*Can hurt both players.
Getting the bomb is a good time to take to the sky and try to get an air throw or air-to-air. If they decide to block it on the ground, get pressure by throwing love or airdashing over their head for a crossup, and if they get hit you get to follow up with a combo. Not a bad item to get.
----
----
;Fireworks
Jackpot version of normal bomb.
Jackpot version of normal bomb.
*Instead of exploding on the ground, it flies into the air and detonates into fireworks.
 
*Faust can low profile the explosion by forward crawling, or with the 3rd hit of {{clr|2|2K}}. Pressing any other button will get you hit.
Instead of exploding on the ground, it flies into the air and detonates into fireworks. Fireworks becomes active a full second after regular bomb, so Faust can't use the same setups or combos as with regular bomb.
Fireworks become active a full second after regular bomb, so you can't use the same setups or combos.
 
*Faust can low profile the explosion by forward crawling, or with the 3rd hit of {{clr|2|2K}}. Pressing any other button will get him hit.
}}
}}


Line 385: Line 485:
|input=Meteors,Gigantic Meteor|versioned=input
|input=Meteors,Gigantic Meteor|versioned=input
|description=
|description=
After a short delay, meteors fall from the sky towards your opponent. Meteors will always fall toward the position on the screen (not stage) where your opponent was when you threw the item, though there is some random spread to the projectiles.  
After a short delay, meteors fall from the sky towards the opponent. Meteors will always fall toward the position on the screen (not stage) where the opponent was when the item was thrown, though there is some random spread to the projectiles.  


Your opponent will most likely try to move to the other side of the screen, or yourself, to avoid the meteors. Regardless if they do or don't, you have the floor to run a mix up.
Opponents will most likely try to move to the other side of the screen, or Faust, to avoid the meteors. Regardless if they do or don't, it's an opportunity to run a mixup against them.
----
----
Jackpot version of normal meteors.
;Gigantic Meteor
*Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking.  
Jackpot version of meteor.
*If your opponent blocks it on the ground, it will completely obscure you and you can do any high/low mixup you like.
 
*The correct response from your opponent to this is to block it in the air. If they do, be ready to catch them with an anti-air or air throw after the impact.
Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking.  
 
If the opponent blocks it on the ground, it will completely obscure Faust, leaving him free to do any high/low mixup.
*The "correct" response from an opponent to this is to block it in the air.  
*If they do, be ready to catch them with an anti-air or air throw after the impact.
}}
}}


Line 399: Line 503:
|input=Poison
|input=Poison
|description=
|description=
Creates a floating cloud that lingers and can halt approaches. Unlike in XX, as soon as Poison touches the ground you can throw a new item, even before it goes active. Fill the screen with junk.
Creates a floating cloud that lingers and can halt approaches. As soon as Poison touches the ground, Faust can throw a new item, even before it goes active. Fill the screen with junk!
*Poison applies a damage over time effect on hit that ignores guts rating. The effect disappears if the enemy hits you with an attack, throw, or burst
 
*Has good vertical reach, and it is great for tick throws because it has minimal blockstun.
Has good vertical reach, and it is great for tick throws because it has minimal blockstun. If they do get hit by the poison, it could be prudent to play the lame game until the timer runs out.
If they do take the poison, it could be prudent to play the lame game until the timer runs out.
 
Due to characters' [[GGACR/Damage#Guts|Guts]] property, poison damage is much more effective on lower health percentages.
*Poison applies a damage over time effect on hit that ignores guts rating.
*The effect disappears if the enemy hits Faust with an attack, throw, or burst.
*Due to characters' [[GGACR/Damage#Guts|Guts]] property, poison damage is much more effective on lower health percentages.
}}
}}


===<big>100 Ton Weight</big>===
===<big>100 Ton Weight</big>===
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=100 Ton Weight,100000 Ton Weight|versioned=input
|input=100 Ton Weight,10000 Ton Weight|versioned=input
|description=
|description=
The weight is very similar to the hammer, but drops much quicker. So jump and see if you can't get an air-to-air. Also getting a weight after a {{clr|1|6P}} hit on an aerial opponent lets you continue a combo meterless.
When the Weight hits the ground, any character that is on the ground takes an unblockable knockdown for no damage, similar to Potemkin's {{MMC|chara=Potemkin|input=236S|label=Slidehead}}. This can bw avoided by jumping, backdashing, or with the invuln on {{clr|5|5D}}'s startup.
*When the Weight hits the ground, any character that is on the ground takes an unblockable knockdown for no damage. You can avoid this by jumping, backdashing, or with the invuln on {{clr|5|5D}}'s startup.
 
The weight is very similar to the hammer, but drops much quicker. So jump and attempt an air-to-air. Also, getting a weight after a {{clr|1|6P}} hit on an aerial opponent lets Faust continue a combo meterlessly.
 
----
----
;10,000 Ton Weight
Jackpot version of 100 ton weight.
Jackpot version of 100 ton weight.
*Acts similarly to 100 ton weight, but hits twice in the air (on the way up and on the way down) and does an air knockdown if it hits in the air.  
 
Acts similarly to 100 ton weight, but hits twice in the air (on the way up and on the way down) and secures an air knockdown if it hits in the air.  
 
*The knockdown has a longer duration than 100 ton weight.
*The knockdown has a longer duration than 100 ton weight.
}}
}}
Line 423: Line 534:
|description=
|description=
When the drum can hits the ground, oil spills out in a medium sized puddle.
When the drum can hits the ground, oil spills out in a medium sized puddle.
*The oil reduces friction, meaning that it slows movement and causes players to slide slightly.  
 
*While Drum Can's barrel is on screen you can't throw another item out (without super), but during the fading animation you can toss again.  
The oil reduces friction, meaning that it slows movement and causes players to slide slightly.  
 
*While Drum Can's barrel is on screen Faust can't throw another item out (without super), but during the fading animation he can toss again.  
*Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula, which can hit both players.
*Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula, which can hit both players.
Some moves which can ignite oil:
Some moves which can ignite oil:
    Axl:      Artemis Hunter, Sickle Storm
 
    Dizzy:    For searing cod..., For roasting chestnuts..., Imperial Ray
{{(!}} class="wikitable"
    Elphelt:  Berry Pine, Genoverse (When blocked or hit)
{{!}} {{CLabel|GGXRD-R2|Axl Low|label=Axl}} {{!}}{{!}} {{MMC|chara=Axl Low|input=623S|label=Benten}}, {{MMC|chara=Axl Low|input=2363214H|label=Byakue Renshou}}
    Faust:    Love, Bomb, Meteors
{{!}}-
    Jack-O':  {{clr|5|j.D}}, Explode (minion or box), Calvados  
{{!}} {{CLabel|GGXRD-R2|Dizzy|label=Dizzy}} {{!}}{{!}} {{MMC|chara=Dizzy|input=236H|label=Fire Pillar}}, {{MMC|chara=Dizzy|input=421H|imageNumber=2|label=Fire Spears}}, {{MMC|chara=Dizzy|input=632146S|label=Imperial Ray}}
    Jam:      Gekirin (Lv 3 Only)
{{!}}-
    Potemkin: Trishula
{{!}} {{CLabel|GGXRD-R2|Elphelt Valentine|label=Elphelt}} {{!}}{{!}} {{MMC|input=Pineberry 4P|chara=Elphelt Valentine|label=Pineberry}}, {{MMC|input=632146H|chara=Elphelt Valentine|label=Genoverse}}  (When blocked or hit)
    Sol:      Gun Flame, Ground Viper, Volcanic Viper, Break (D.I. Version Only), Tyrant Rave
{{!}}-
{{!}} {{CLabel|GGXRD-R2|Faust|label=Faust}} {{!}}{{!}} {{MMC|input=j.236P|label=Love}}, {{MMC|input=Bomb|label=Bomb}}, {{MMC|input=Meteors|label=Meteors}}.
{{!}}-
{{!}} {{CLabel|GGXRD-R2|Jack-O|label=Jack-O}} {{!}}{{!}} {{MMC|chara=Jack-O|input=j.D|label={{clr|5|j.D}}}}, {{MMC|chara=Jack-O|input=Organ > S|label=Explode}} (minion or box), {{MMC|chara=Jack-O|input=214S|imageNumber=2|label=Calvados}}
{{!}}-
{{!}} {{CLabel|GGXRD-R2|Jam Kuradoberi|label=Jam}} {{!}}{{!}} {{MMC|chara=Jam Kuradoberi|input=214K MAX|label=Gekirin}}
{{!}}-
{{!}} {{CLabel|GGXRD-R2|Potemkin|label=Potemkin}} {{!}}{{!}} {{MMC|chara=Potemkin|input=214K|label=Trishula}}
{{!}}-
{{!}} {{CLabel|GGXRD-R2|Sol Badguy|label=Sol}} {{!}}{{!}} {{MMC|chara=Sol Badguy|input=236P|label=Gunflame}}, {{MMC|chara=Sol Badguy|input=214S|label=Ground Viper}}, {{MMC|chara=Sol Badguy|input=623H|label=Volcanic Viper}},<br> {{MMC|chara=Sol Badguy|input=j.214K|label=Break}} (D.I. Only), {{MMC|chara=Sol Badguy|input=632146H|imageNumber=2|label=Tyrant Rave}}
{{!}}-
{{!}} {{CLabel|GGXRD-R2|Venom|label=Venom}} {{!}}{{!}} {{MMC|chara=Venom|input=2363214H|label=Bishop Runout}} (Specifically when the pool ball bounces on the oil)
{{!)}}
}}
}}


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|input=Jump Pad
|input=Jump Pad
|description=
|description=
Also known as springboard. While you can't throw items until it's gone, you can throw items the moment it's triggered by the enemy.
Also known as "springboard". While Faust can't throw items until it's gone, he can throw items the moment it's triggered by the enemy.
*The jump pad will fall to the ground, and will launch either player if they touch it. Both players can be launched simultaneously if they are both touching the pad when activated.  
 
*On hit it'll launch one high into the air in an untechable state.  
The jump pad will fall to the ground, and will launch either player if they touch it. Both players can be launched simultaneously if they are both touching the pad when activated. If you are hit, you can tech when falling, which is recommended to do as soon as the opponent tries to catch you in the air, otherwise you are vulnerable to typical anti-air tactics.  
 
*On hit, it'll launch a character high into the air in an untechable state.  
*If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated.  
*If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated.  
*The hit from Jump Pad can be blitzed.
*The hit from Jump Pad can be blitzed.
If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics.
}}
}}


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|input=Black Hole
|input=Black Hole
|description=
|description=
Black hole pulls Faust, the opponent, and any items on the field into it. The pull from the Black Hole reduces how high players can jump when within its range of influence. You can item toss again once the orb hits the ground.
Black hole pulls Faust, the opponent, and any items on the field into it. The pull from the Black Hole reduces how high characters can jump when within its range of influence. Faust can item toss again once the orb hits the ground.


While this can be useful in a few situations, generally it just forces Faust into close range with their opponent which against some characters can be a very bad thing. Most air combos will fail. You get a few extra combo routes while the black hole is out however, so it isn't altogether bad.  
While this can be useful in a few situations, generally it just forces Faust into close range with the opponent which can be a very bad thing against some characters. Most air combos will fail. Black Hole opens a few extra combo routes while out however, so it isn't altogether bad.  
}}
}}


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|input=Helium Gas
|input=Helium Gas
|description=
|description=
A joke item. The first character to touch it while it's sitting on the ground has the pitch of their voice elevated. That's it. Thankfully, item lockout will only occur while it's in the air, so you don't have to pick it up to keep playing.
A joke item. The first character to touch it while it's sitting on the ground has the pitch of their voice elevated. That's it. Thankfully, item lockout will only occur while it's in the air, so Faust doesn't have to pick it up to keep playing.
}}
}}


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<div class="attack-info">
<div class="attack-info">
Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his {{clr|5|5D}} move while they are in the air.
Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his {{clr|5|5D}} move while they are in the air.
*Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary.
 
**The far point of the bat seems to give the highest velocity and an approximate 20° angle
Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary:
**the closer, the higher and slower the throw will be.
*The '''far''' point of the bat seems to give the highest velocity and an approximate 20° angle
*All items Faust creates can be thrown this way, except for Meteors and Big Meteor.
*the '''closer''', the higher and slower the throw will be.
*Batted items have the same hitboxes, damage, and recovery that they normally do.
 
*You can't "force feed" someone by throwing them food this way. The food item will simply pass through the other character and won't be consumable until it reaches the ground.
All items Faust creates can be thrown this way, except for Meteors and Big Meteor. Batted items have the same hitboxes, damage, and recovery that they normally do. Faust can't "force feed" someone by throwing them food this way; The food item will simply pass through the other character and won't be consumable until it reaches the ground.
Because of the item toss angle, most items can't be batted unless you do the charged version (236[P]).<br>
 
Items you can bat either way are:
Because of the item toss angle, most items can't be batted unless using the charged version of item toss ({{clr|P|236[P]}}).<br>
*mini Fausts
Items that can be batted either way are:
*mega fausts
*mini Fausts, mega Fausts
*Black Hole
*Black Hole
*Helium Gas
*Helium Gas
*Oil Drum.
*Oil Drum
Batting items is more silly than useful, though it can take opponents off guard. '''Most of the time it won't be optimal'''.
 
As an example, mini Faust will be much more useful walking on the ground than being a projectile. Its ground presence hampers your opponent, reducing the space accessible to them. Batting it only improves your aggressive potential short term, but would actively reduce your screen control in the long term.
Batting items is more silly than useful, though it can catch opponents off guard. '''Most of the time it won't be optimal'''.<br>
As an example, mini Faust will be much more useful walking on the ground than being a projectile. Its ground presence hampers the opponent, reducing the space accessible to them. Batting it only improves aggressive potential short term, but would actively reduce screen control in the long term.
{{CloseCard}}
{{CloseCard}}


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|input=236236S
|input=236236S
|description=
|description=
Faust dives into the ground, swimming with his hand extended out as an ranged low. His only reversal besides {{clr|5|5D}}, though that can be YRC'd for better function.
Faust dives into the ground, swimming with his hand extended out as an ranged low. His only invincible reversal besides {{clr|5|5D}}, though that can be YRC'd for better function. Should be used carefully because of how telegraphed and predictable it is.


On hit, an angel and three reapers (black, green, and purple) are displayed then covered with four cups. Faust can switch these cups in specific patterns based on which button he presses, while the enemy must pick a cup to avoid taking damage. The goal is to make the opponent pick one of the reapers.  
On hit, an angel and three reapers (black, green, and purple) are displayed then covered with four cups. Faust can switch these cups in specific patterns based on which button he presses, while the enemy must pick a cup to avoid taking damage. The goal is to make the opponent pick one of the reapers. On block, Faust is left insanely minus and will taunt awkwardly, at which point the opponent will gracefully kill him unless it is RRC'd on block.
*Damage changes based on which of the 3 Reapers or Angel is picked.
 
**Damage Black Reaper:100 [125], Green Reaper:140 [175], Purple Reaper:180 [225], Angel: 10 to self (RISC Level 6)
The Damage inflicted changes based on which of the 3 Reapers or Angel is picked:
*If the Angel is picked, there is a small chance it will turn into Black Reaper anyway.
*Black Reaper:100 [125], Green Reaper:140 [175], Purple Reaper:180 [225], Angel: 10 to self (RISC Level 6)
**In the Burst version of this Overdrive, the Angel will always turn into Black Reaper.
*If the Angel is chosen, there is a small chance it will turn into Black Reaper anyway.
*Pressing buttons will swap the cups around. You can do this multiple times very quickly to disguise where the Angel ends up.
*In the Burst version of this Overdrive, the Angel will always turn into Black Reaper.
**P swaps the first two cups, K swaps the middle cups, S swaps the last two cups, and H swaps the first and last cups.
----
**As soon as the opponent presses a button, they are locked into that choice. So if they are mashing after they get hit, their selection will get locked in right away (the pointing hand will flash white and there is a sound effect). If this happens, you can try and swap the Purple Reaper to that position if you've been keeping track of your swaps.
;Controlling the Cups
Pressing buttons will swap the cups around. This can be done multiple times very quickly to disguise where the Angel ends up.
*{{clr|P|P}} swaps the first two cups, {{clr|K|K}} swaps the middle cups, {{clr|S|S}} swaps the last two cups, and {{clr|H|H}} swaps the first and last cups.
*As soon as the opponent presses a button, they are locked into that choice. So if they are mashing after they get hit, their selection will get locked in right away (the pointing hand will flash white and there is a sound effect). If this happens, you can try and swap the Purple Reaper to that position if you've been keeping track of your swaps.
}}
}}


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|input=236236P,236236236P|versioned=input
|input=236236P,236236236P|versioned=input
|description=
|description=
Faust generally uses meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use one. Normal version throws 4 items. 100% version throws 10 items!
Faust generally perfers to spend meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use this one. Normal version throws 4 items. 100% version throws 10 items!
*The 100T weight can knock you down before you recover if thrown early, Bombs can blow you up in the 100% version, black hole will pull you towards your ensemble, Bombs destroy other items, Jump pad can save someone who'd otherwise be forced to block, You sometimes get a helium party, and multiple items tend to be redundant.  
 
*The 100T weight can knock Faust down before he recovers if thrown early, Bombs can blow you up in the 100% version, black hole will pull you towards your ensemble, Bombs destroy other items, Jump pad can save someone who'd otherwise be forced to block, You sometimes get a helium party, and multiple items tend to be redundant.
* Because of the risk of sabotaging yourself while tossing items, even if you are committed to using the 100% version on item toss super, it may be more prudent to simply do two delayed 4 item tosses. The extra 2 items are not worth risking accidentally cancelling it early because you threw something that would interrupt it.
}}
}}


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|input=236236H
|input=236236H
|description=
|description=
Give them the makeover of their dreams. But really, don't use this unless you have a way to combo into it, or they are stunned.
Give them the makeover of their dreams. But really, don't use this unless without having a way to combo into it, or if they are stunned.
 
*The speed of this IK in Hellfire state makes it reliable to land off an anti-air tap Blitz.
}}
}}
==Colors==
{{GGXRD-R2Colors|Size=120|Character=Faust}}


==Navigation==
==Navigation==
<center>{{Character Label|GGXRD-R2|Faust|42px}}</center>
<center>{{Character Label|GGXRD-R2|Faust|size=42px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{GGXRD-R2/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:GGXRD-R2/Navigation}}
{{GGXRD-R2/Navigation}}
[[Category:Guilty Gear|Faust]]

Latest revision as of 22:57, 26 March 2024

Overview

Overview

The charismatic Dr. Faust is a fine choice for a player looking for a simple, yet strong character focused on space control and a little luck.

Faust is a fundamentals based spacing character who aims to dominate neutral via long/range normals and items thrown with item tossGGXRD Faust WhatCouldThisBe.pngGuardStartupRecoveryTotal 23 [35]Advantage-. He also rules the skies with very good air normals, making it very difficult for the opponent to find an opening, even without being hampered by items. Faust can also run strong mixups with a "command grab" (proximity unblockable) and a variety of overheads which, combined with various items, make for a deadly okizeme game. If he's lucky, the items Faust tosses out can shift the game in his favor, ranging from moving hitboxes or large projectiles that can defend him, to status effects, food, and jump pads. With all these abilities combined, Faust is capable of creating very chaotic games.

On the other hand, Faust is held back by fairly slow normals, making countering the opponent a bit more difficult. He also does not have very strong defensive options if his opponent steals a turn, and his taller hitbox, slow airdash, and long wakeup means escaping pressure is a more uphill battle for Faust than other characters.

Overall, Faust has both straight-forward combos and a simple game plan which makes him a strong choice for beginners to pick up, while the focus on fundamentals and adaptation means he's also difficult to master.
Faust
GGXRD-R Faust Portrait.png
Defense
x1.00
Guts Rating
0
Weight
[100] Medium
Stun Resistance
65
Prejump
3F
Backdash
13F (1~7F invuln)
Wakeup Timing
25F (Face Up)/ 29F (Face Down)
Unique Movement Options
Crawl
Slow Air Dash
Fastest Attack
5P (6F), 214H (5F)
Reversals
5D (1-11F Strike), 236236S (11+1F)

 Faust is a spacing character that uses long ranged normals and random items to keep his opponent at bay.

Pros
Cons
  • Spicy Zoning: Faust's scalpel normals (like f.SGGXRD Faust f.S.pngGuardMidStartup11Recovery18Advantage-8, 5HGGXRD Faust 5H.pngGuardMidStartup9Recovery17Advantage-2 and especially j.HGGXRD Faust j.H.pngGuardHigh / AirStartup9Recovery12Advantage-) control space on the ground with ease. Against airborne opponents, Faust has 5KGGXRD Faust 5K.pngGuardMidStartup7Recovery11Advantage-5 and 6PGGXRD Faust 6P.pngGuardMidStartup7Recovery23Advantage-12 to swat opponents out of the sky. Approaching him at all can be difficult.
  • Items: Item TossGGXRD Faust WhatCouldThisBe.pngGuardStartupRecoveryTotal 23 [35]Advantage- throws out a randomized item from Faust's arsenal, all of which give him good options for controlling the screen. Many of Faust's items are excellent and benefit him greatly.
  • Mix-Ups: With an instant overheadGGXRD Faust j.2K.pngGuardAllStartup12Recovery4 After LandingAdvantage-, proximity unblockableGGXRD Faust HackNSlash.pngGuardUnblockable: 175000, All*7Startup5Recovery12Advantage-, and a multi-hit jump cancellable lowGGXRD Faust 2K.pngGuardLowStartup7Recovery5Advantage+1, Faust bathes in excellent mixup tools.
  • Surprisingly Good Pressure: For a zoner, Faust has great pressure since most of his moves are jump-cancellable. Huge blockstun on j.2K and corner control using anti-airs and items make him rather fearsome once he's gotten a knockdown.
  • Excellent Defense: Faust can go over numerous attacks given a 4 to 6 frame window thanks to a defensive jump > j.2K and a good rising hurtbox. Furthermore, he has an invulnerable 5DGGXRD Faust 5D.pngGuardHighStartup26Recovery15Advantage-3 that can be YRC'ed.
  • Low Profile: Fausts crawl allows him to go under many high hitting normals that opponents may attempt to use both in pressure and in neutral, giving Faust unique options to go around many characters options in neutral
  • Long Body: Large hurtbox while getting hit makes him subject to many strong combos, even with his average defensive stats.
  • Slow and Thin Normals: His fastest normalGGXRD Faust 5P.pngGuardMidStartup6Recovery6Advantage+2 has 6 frames of start up, which is 1 frame more than the average character, and many attacks have lengthy recovery that can allow a savvy opponent to approach Faust if he's reckless with his pokes. Their narrow hitboxes also make them easy to low-profile, particular by characters such as Sol
  • Airdash: Faust's unique airdash is much longer than average, and can often make escaping the corner against tighter pressure more difficult than other characters, though it can be cancelled into his Faultless Defense Cancel throughout much of the duration to make anti-airing Faust less predictable than it would be otherwise
  • Lengthy Wakeup: Faust's Face-Down wakeup time is quite long, subjecting Faust to character specific okizeme that may be much more difficult for him to escape than for other characters.

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 7 8 11 -5

An amazing jump-checker and anti-air that can catch IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s or space against taller characters.

Because it has several active frames and recovers quickly, its a great move to keep on hand in neutral, though opponents can usually run under it pretty easily. Converting off of 5K can greatly increase Faust's damage output, as it can be combo'd into a PogoGGXRD Faust SpearPointCentripetalDance.pngGuardMidStartup17Recovery7Advantage+3 ender.

Combos into all of its gatlings except 5D on normal grounded hit, and can be jump cancelled for quick conversions off anti-air hits.

  • Knockback/wall-stick on counter hit

Gatling Options: c.S, f.S, 2S, 5H, 2H, 2D, 5D

c.S

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Mid 11 4 18 -8

Faust's most notorious long poke and dominant neutral option. Has high recovery, so watch for jumping and make sure it tags the opponent. Some characters can low profile or 6P it. Despite this, f.S is an absolute staple in Faust's arsenal. Cancelling max range f.S into item throwGGXRD Faust WhatCouldThisBe.pngGuardStartupRecoveryTotal 23 [35]Advantage- is a great way to get Faust's game started.

While it technically combos into 5H, most of the time the pushback on hit or sheer range difference will cause it to whiff.

  • f.S RRC into 41236KGGXRD Faust Rerere.pngGuardMidStartup21Recovery18Advantage-11 gives Faust a VERY long ranged combo starter.
  • Can be YRC'd during its startup to abort mission, which is also useful for f.S OSRCing f.S at a certain timing will YRC on whiff or RRC on hit

Gatling Options: 5H, 5D

5H

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D 25 High 26 2 15 -3 1~11F Strike
24~29F Reflect
40~42F Strike
5D Reflect 10 [20] All 1

The closest thing to a meterless reversal Faust has, but try to only use if agains something with a long whiff recovery. One frame slower than his other grounded overhead; It's shorter, and a bit easier to see, but it doesn't suffer as much recovery on whiff. Faust can also use 5D to bat items he throws out at various angles.

  • Cannot be cancelled except on hit into homing dash/jump.
  • Can be YRCed early for ~11f of strike invuln.

Reflect

5D can also be used to bat opponents' projectiles as well. This will nullify their projectile and create a baseball which will fly toward the opponent at an upward angle, and if it hits them, you get to laugh. Timing the reflect as early as possible causes the ball to fly diagonally upwards at a high speed, a late reflect makes it travel in an arc. Since the startup is so long, it's difficult to time this properly or use it effectively.

Also, in the case of multi-hitting projectiles, Faust can only bat the first hit and get hit by the rest. Whether that trade and reset is to Faust's advantage is very situational.

  • Values in [ ] are when Faust reflects on first 2 possible frames.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 Mid 7 3 23 -12 1~6 Above Knees

Another of Faust's many good anti-airs. Blessed with above-knees invincibility, but be wary, as it ends 1 frame before the move goes active. While it's great as an anti-air, it lacks a significant horizontal hitbox and can be gone under easily in some situations. There is also a dead zone between the hitbox and Faust's collision box which can lead to some awkward whiffs if the opponent is too close to him.

Has no gatlings, is super minus on block, and leaves Faust wide open on whiff. Use with care.

  • Usually trades advantageously. Can follow up with 5K.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
70 High 25 9 45 -35

Standing overhead with an odd starting animation that catches many off guard.

6H is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as drill cancelFaultless Defense startup cancel of j.2K j.K. It's a very tempting move to throw out, but be careful as it has huge recovery on whiff, and can be very punishable if not canceled.

One of 3 moves that will combo into 236S on normal hit, and on a counter hit, 41236K.

2P

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12×3 Low 7 3,3,6 5 +1

2K has 3 parts that all hit low. It's Faust's best meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., great for frame traps, mixups, can be used on occasion as an anti-air, and can even be used to bait bursts. It's the epitome of versatility with its only downside being that it really doesn't function as a poke.

Combos into f.S or 5H off any raw hit (though Faust can't be in range to hit with the first and do f.S). Will ONLY combo to 2D on counter-hit, and only if it was the third hit. Links into 2P for combo after the third hit.

Each hit of 2K can be jump cancelled, which gives Faust easy access to high-low mixups through 2K > jc > j.2K FDC > j.K (see general strategy for more information on Faultless Drill Cancel)

  • Gatling to f.S won't come out if Faust is too close to the opponent.
  • Faust can whiff cancel the ending frames into 2P

Gatling Options: f.S, 5H, 5D, 2D

2S

2H

2D

j.P

j.K

j.2K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50F: Blitz

Faust's defensive options without meter are a bit gimmicky, as things like jump into drill need a frame window he won't always possess. With that in mind, it's never a bad idea to keep 25 meter on hand to try to Blitz the opponent away. Using a Blitz or dead angle at the right time (early enough into a disadvantaged situation) is a small thing that can often propel Faust into the lead.

Additionally, because Faust's Gold IK is insanely fast, he is able to Blitz attacks and IK the opponent in some situations, but this is not an important foundational strategy.

Taunt (Face FLASH!)

Taunt

Special Moves

Rerere Thrust

41236K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
41236K 20 Mid 21 12 18 -11
41236K > 4 +7
Pull > 236P 40 Mid 7 12 12
Pull > 236P > 236P Total 32 1~32F Strike
Pull > 236P > 236P > 236P 80 Mid 43 8 18 1~40F Strike

Thrust (also known as "Scalpel") is a combo tool used in hit confirms at longer ranges, especially on counter hit. Despite being negative, it's generally unpunishable on block.

On block, it's a great option to cancel into after long range pokes since it pushes them back, and leads to good damage if it connects. Items might ruin or change the combo, and many players will try to burst after "Pull Back" so be ready to adapt. Also, after "Pull Back" Faust can link a normal for an alternative combo, which can be useful if they hit something on the way over.

Be careful throwing it out often, because it has a lengthy recovery on whiff and can be easily low-profiled or stuffed at full range by some characters.

Hack n' Slash

214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×8 Unblockable: 175000, All*7 5 48 12

Hack n' Slash (aka "Mettagiri") is a "proximity unblockable" which actually just functions as a handy command grab. On the first frame after inputting it, the move checks if the opponent is in range and in a grabbable state (e.g. not airborne or throw invulnerable) and if they are, the move activates, otherwise the whiff animation plays. Once it's activated, it can catch them even if they try to jump away, but only the first hit is unblockable. Can be followed up with a meterless combo in the corner.

Although it only activates in the same situation as a throw, it's still considered a strike. This means:

  • It's burstable and can be blitzed
  • Neither Faust nor the opponent are immune to damage from on-screen effects, so Faust can get hit out of the attack within the first couple of frames from lingering things like Dizzy's ScytheGGXRD-R Dizzy ForPuttingOutTheLight.pngGuardAllStartup17RecoveryTotal 50Advantage-14 or even his own Bomb.
    • This also means it can be used to combo into things Faust is immune to, like Meteors or chibis. The damage will be scaled though.

Going My Way

j.236H

From the Front/Behind/Above

214P/K/S

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P 44 All 63 2 25 -13 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
214K 44 All 63 2 25 -13 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
214S 38 High 52 Until Landing 32 -26 21~42F Strike
43~47F Full

All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping diagonally and using faultless defense in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits with an air unblockable overhead. Where the moves really excel lies in the fact that they can be YRCed before or after the teleport. This lets Faust teleport next to the opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.

  • Above version can be used to combo right after a character gets knocked up by a Jump Pad.
  • Above version gives ground bounce on normal hit, allowing Faust to convert on hit into an air combo.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214P Initial: 80% 2 10 7
214K 2 10 7
214S 2 10 7

214P:

  • Item startup at 13F [25F]
  • Values in [ ] are for Charged version

214K: 214S:

  • Startup to hit standing Sol is 64F
  • Switches to Bounce Recovery Animation on hit or block
  • Bounce Recovery Animation: Until landing+6
  • Frame advantage is against Sol

Spear Point Centripetal Dance

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
44 Mid 17 4 7 +3

236S is a core special for combos. The move leaves Faust in Pogo Stance, which has a handbag of tricks, but if not in a combo, Faust is extremely vulnerable in this stance. Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.

  • 236S will combo after 5H, 2H, and 6H
  • Released at the fastest possible time, this move is -21 on block.
  • Faust cannot block during Pogo Stance
  • Beats throw on startup

Pogo Movement

Various commands on Pogo

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Pogo 66 40 Mid 4 3 16 -5
Pogo 44 24 Mid 4 3 16 -5
Pogo 9 Total 16
Pogo 8 20×n All 16 68 25
Pogo 2 Total 24 -18

Forward (66) can be used as an occasional frame trap, but players generally won't tolerate it for long.


Backward (44) helps Faust avoid some attacks when on the pogo, so is used to bait attacks and reversals.


Short hop (9) can bring Faust closer to the opponent faster than Forward can, and can get him in range for the P and S pogo moves. The hop can be YRCed to gain enough space for a j.K, which grants a typical empty jump mixup.


Doctor Copter (8) is a rare combo tool, but horribly unsafe at neutral. holding up lets Faust fly higher and will give the opponent more time to punish.


Cancel (2) is the safest and most reliable move on Pogo. While Faust has more options on the ground, staying in Pogo stance in neutral without items generally leads to being punished.

Pogo Attacks

Various commands on Pogo

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Pogo P 32 High 10 3 8 +3
Pogo K 36 Mid 7 6 23 1~6F Strike
Pogo [K] 52 Mid 24 10 23 24~28F All
Pogo S 36 Low 16 2 7 +5
Pogo [S] 48 Low 32 10 7 +2
Pogo H 14×4 All 13 28 23+3 After Landing -23
Pogo D 9 Total 17

Just a taste (P) can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.


If timed well, Growing Flower (K) can sometimes beat out players trying to punish pogo stance with it's 6 frames of strike invuln.


I'm a Flower (S) is the low in Faust's high/low Pogo mixups. When YRCed is counted as mid hitting projectile instead of a low.


Going My Way (H) is what is usually used for combos. It can catch the opponent when they try to jump towards pogo, But don't count on it. It's horrible on block to boot.


What Could This Be? (D) is a handy and incredibly fast way to get items out while on pogo. If Faust is in pogo without any items on screen, it could be a good time to throw, but can be risky without the meter to YRC it first.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Pogo P 2 10 7
Pogo K 2 10 7
Pogo [K] 4 20 6
Pogo S 2 10 7
Pogo [S] 4 20 6
Pogo H 4 20 6
Pogo D

Pogo P: Pogo K:

  • Stun value 64

Pogo [K]:

  • Stun value 96

Pogo S:

  • On YRC, becomes a Projectile that can be blocked Mid

Pogo [S]:

  • On YRC, becomes a Projectile that can be blocked Mid

Pogo H: Pogo D:

Love

j.236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
1,40 All 21 Until Landing (15)3 Total 43

Love (aka "Bomb Bag") is Faust's one reliable projectile, and it covers a decent angle below him. It is vulnerable to run-under against most characters or air-to-airs, so don't throw it out often if they aren't dealing with items.

Occasionally used after a 2D > IAD / super jump for okizeme when Faust can't throw another item (e.g. food item on screen)

  • Be aware that the explosion produced by "Love" can also hurt Faust himself.

What Could This Be?

236P (Hold OK)

Items

General Item Notes:

  • Each item's recovery refers to when Faust is able to throw another.
  • Some items have Jackpot versions, which have different properties than their normal versions. Whenever Faust would throw the normal version, it has a small chance of being the Jackpot version instead (20% normally, 10% if thrown via W-W-What Could This Be?).

Script mining in October 2018 gave further insight into the percentage chance each item has of being produced from a normal throw. Although the exact percentage is not stated for each item, the relationships between each item are accurate enough. Hammer and mini-faust are the most likely items, poison/chocolate/doughnut all have the same chance, etc.

Food

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Donut/Chocolate 16 Heal 50 194 pickup or expiry
Donut Box/Large Chocolate 48 Heal 50 194 pickup or expiry

Food. Useful for restoring just enough HP to keep going for another hit, which is never bad, but beware that it stays on screen for a long time and prevents items from being thrown. The enemy does not *need* to pick it up if they don't want to, though if they are low on HP they might be desperate enough to go after it as well.

General Food information:

  • Heals whoever picks up the food by walking over it.
  • If any food is on the ground, Faust can't throw another item (without super). Don't get killed trying to pick it up.
  • Sin gains 500 Calories should he pick up Faust's Food.

Donut Box and Golden Chocolate Bar are the Jackpot versions of Donut and Chocolate Bar.

  • Golden chocolate bar also increases tension gain.

Hammer

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Hammer 44 All 13 41 contact or landing
Golden Hammer 44 All 13 41 contact or landing

Covers air space just above Faust's 6P range. Builds good stun.

Getting a hammer after a 6P hit on an aerial opponent lets you continue a combo meterless.


Golden Hammer

Jackpot version of normal hammer. Deals 50% more stun than normal hammer.

  • One counter hit from this item in addition to most combos is enough to stun Dizzy and Raven.

Chibi Faust

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Chibi Faust 25 All 45 contact or landing
Large Faust 25 All 45 contact or landing

Also known as "Mini Faust". When either version of Chibi Faust touches the ground, Faust can throw another item to keep up pressure.

Chibi Faust enables Faust's setplay and will either force the opponent on the defensive, or cause them to jump and potentially get caught by an anti-air.

  • Chibi Faust will float towards the ground, and start marching forward when he lands.
  • Chibi Faust has a hitbox as soon as it starts floating.
  • Can collide and trade with projectiles.
  • Because he's so small, many projectiles will whiff over him once he's on the ground.

Large Faust

Jackpot version of mini Faust. Also known as "Mega Faust".

  • Same damage and behavior as Mini Faust, but much bigger.

The large hitbox means, for example, Ky's Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10 will trade with this, whereas it harmlessly passes over mini Faust. This can be a good and a bad thing, depending on how you play around it and seize the opportunities.

Bomb

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Bomb 80 All 131 12 explosion
Fireworks 80 All 192 12 explosion

Getting the Bomb is a good time to take to the sky and try to get an air throw or air-to-air. If they decide to block it on the ground, get pressure by throwing LoveGGXRD Faust Love.pngGuardAllStartup21RecoveryTotal 43Advantage- or airdashing over their head for a crossup. If they get hit, Faust gets to follow up with a combo. Not a bad item to get overall.

  • Bomb has no hitbox until it explodes
  • Can hurt both players.

Fireworks

Jackpot version of normal bomb.

Instead of exploding on the ground, it flies into the air and detonates into fireworks. Fireworks becomes active a full second after regular bomb, so Faust can't use the same setups or combos as with regular bomb.

  • Faust can low profile the explosion by forward crawling, or with the 3rd hit of 2K. Pressing any other button will get him hit.

Meteors

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Meteors 36×6 All 196~ 0 all meteors land
Gigantic Meteor 36×7 All 196~ 0 last hit after landing

After a short delay, meteors fall from the sky towards the opponent. Meteors will always fall toward the position on the screen (not stage) where the opponent was when the item was thrown, though there is some random spread to the projectiles.

Opponents will most likely try to move to the other side of the screen, or Faust, to avoid the meteors. Regardless if they do or don't, it's an opportunity to run a mixup against them.


Gigantic Meteor

Jackpot version of meteor.

Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking.

If the opponent blocks it on the ground, it will completely obscure Faust, leaving him free to do any high/low mixup.

  • The "correct" response from an opponent to this is to block it in the air.
  • If they do, be ready to catch them with an anti-air or air throw after the impact.

Poison

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 All 85 50 landing

Creates a floating cloud that lingers and can halt approaches. As soon as Poison touches the ground, Faust can throw a new item, even before it goes active. Fill the screen with junk!

Has good vertical reach, and it is great for tick throws because it has minimal blockstun. If they do get hit by the poison, it could be prudent to play the lame game until the timer runs out.

  • Poison applies a damage over time effect on hit that ignores guts rating.
  • The effect disappears if the enemy hits Faust with an attack, throw, or burst.
  • Due to characters' Guts property, poison damage is much more effective on lower health percentages.

100 Ton Weight

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
100 Ton Weight 44,0 All,Unblockable 13 43,1 landing
10000 Ton Weight 44,0 All,Unblockable 13 43,1 landing

When the Weight hits the ground, any character that is on the ground takes an unblockable knockdown for no damage, similar to Potemkin's SlideheadGGXRD Potemkin SlideHead.pngGuardLow[Unblockable]Startup25[29]RecoveryTotal 54Advantage-11. This can bw avoided by jumping, backdashing, or with the invuln on 5D's startup.

The weight is very similar to the hammer, but drops much quicker. So jump and attempt an air-to-air. Also, getting a weight after a 6P hit on an aerial opponent lets Faust continue a combo meterlessly.


10,000 Ton Weight

Jackpot version of 100 ton weight.

Acts similarly to 100 ton weight, but hits twice in the air (on the way up and on the way down) and secures an air knockdown if it hits in the air.

  • The knockdown has a longer duration than 100 ton weight.

Drum Can

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Drum Can barrel expires
Oil Combustion 80 All 11 20

When the drum can hits the ground, oil spills out in a medium sized puddle.

The oil reduces friction, meaning that it slows movement and causes players to slide slightly.

  • While Drum Can's barrel is on screen Faust can't throw another item out (without super), but during the fading animation he can toss again.
  • Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula, which can hit both players.

Some moves which can ignite oil:

 Axl BentenGGXRD Axl ArtemisHunter.pngGuardAllStartup9Recovery35Advantage-27, Byakue RenshouGGXRD Axl SickleStorm.pngGuardMidStartup14+1Recovery36Advantage-4
 Dizzy Fire PillarGGXRD-R Dizzy ForSearingCod.pngGuardAllStartup26RecoveryTotal 63Advantage-11, Fire SpearsGGXRD-R Dizzy ForRoastingChestnuts2.pngGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14, Imperial RayGGXRD-R2 Dizzy 632146S 1.pngGuardAllStartup7+1RecoveryTotal 32Advantage+49
 Elphelt Pineberry, GenoverseGGXRD-R Elphelt Genoise.pngGuardAllStartup9+3RecoveryTotal:39Advantage+27 (When blocked or hit)
 Faust LoveGGXRD Faust Love.pngGuardAllStartup21RecoveryTotal 43Advantage-, BombGGXRD Faust Bomb.pngGuardAllStartup131RecoveryexplosionAdvantage-, MeteorsGGXRD Faust Meteors.pngGuardAllStartup196~Recoveryall meteors landAdvantage-.
 Jack-O j.DGGXRD-R JackO Remove the Chain of Chiron.pngGuardAllStartup21RecoveryTotal: 32+10 After LandingAdvantage-, ExplodeFile:GGXRD-R2 JackO 22H S 1.pngGuardStartup192Recovery12Advantage- (minion or box), CalvadosGGXRD-R JackO Calvados2.pngGuardAllStartup7+5RecoveryUntil Landing + 12 AfterAdvantage+9
 Jam GekirinGGXRD Jam Gekirin.pngGuardHigh/AirStartup18 [12]RecoveryUntil Landing + 5Advantage-1
 Potemkin TrishulaGGXRD Potemkin Trishula.pngGuardMidStartup25Recovery18Advantage-6
 Sol GunflameGGXRD Sol GunFlame.pngGuardAllStartup20RecoveryTotal 50Advantage-4, Ground ViperGGXRD Sol GrandViper1.pngGuardLowx2~6,
Midx3
Startup17Recovery37+10 after landingAdvantage-56
, Volcanic ViperGGXRD Sol VolcanicViper.pngGuardMidStartup5Recovery29+8 after landingAdvantage-41,
BreakGGXRD Sol Kudakero1.pngGuardAllStartup22Recovery29 after landingAdvantage+2 (D.I. Only), Tyrant RaveGGXRD Sol TyrantRave2.pngGuardMid,AllStartup5+1Recovery31Advantage-15
 Venom Bishop RunoutGgxrd venom bishoprunout.pngGuardStartup10+0Recovery3Advantage- (Specifically when the pool ball bounces on the oil)

Jump Pad

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0 Unblockable 87 196 expires

Also known as "springboard". While Faust can't throw items until it's gone, he can throw items the moment it's triggered by the enemy.

The jump pad will fall to the ground, and will launch either player if they touch it. Both players can be launched simultaneously if they are both touching the pad when activated. If you are hit, you can tech when falling, which is recommended to do as soon as the opponent tries to catch you in the air, otherwise you are vulnerable to typical anti-air tactics.

  • On hit, it'll launch a character high into the air in an untechable state.
  • If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated.
  • The hit from Jump Pad can be blitzed.

Black Hole

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
68 180 landing

Black hole pulls Faust, the opponent, and any items on the field into it. The pull from the Black Hole reduces how high characters can jump when within its range of influence. Faust can item toss again once the orb hits the ground.

While this can be useful in a few situations, generally it just forces Faust into close range with the opponent which can be a very bad thing against some characters. Most air combos will fail. Black Hole opens a few extra combo routes while out however, so it isn't altogether bad.

Helium Gas

Batting Items

236P > wait for reach > 5D

Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his 5D move while they are in the air.

Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary:

  • The far point of the bat seems to give the highest velocity and an approximate 20° angle
  • the closer, the higher and slower the throw will be.

All items Faust creates can be thrown this way, except for Meteors and Big Meteor. Batted items have the same hitboxes, damage, and recovery that they normally do. Faust can't "force feed" someone by throwing them food this way; The food item will simply pass through the other character and won't be consumable until it reaches the ground.

Because of the item toss angle, most items can't be batted unless using the charged version of item toss (236[P]).
Items that can be batted either way are:

  • mini Fausts, mega Fausts
  • Black Hole
  • Helium Gas
  • Oil Drum

Batting items is more silly than useful, though it can catch opponents off guard. Most of the time it won't be optimal.
As an example, mini Faust will be much more useful walking on the ground than being a projectile. Its ground presence hampers the opponent, reducing the space accessible to them. Batting it only improves aggressive potential short term, but would actively reduce screen control in the long term.

Overdrives

Stimulating Fists of Annihilation

236236S or 236236D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30,0,Refer to notes
[37,0,Refer to notes]
Low 11+1 80 66 -46 1~15F Full
16~17F Strike

Faust dives into the ground, swimming with his hand extended out as an ranged low. His only invincible reversal besides 5D, though that can be YRC'd for better function. Should be used carefully because of how telegraphed and predictable it is.

On hit, an angel and three reapers (black, green, and purple) are displayed then covered with four cups. Faust can switch these cups in specific patterns based on which button he presses, while the enemy must pick a cup to avoid taking damage. The goal is to make the opponent pick one of the reapers. On block, Faust is left insanely minus and will taunt awkwardly, at which point the opponent will gracefully kill him unless it is RRC'd on block.

The Damage inflicted changes based on which of the 3 Reapers or Angel is picked:

  • Black Reaper:100 [125], Green Reaper:140 [175], Purple Reaper:180 [225], Angel: 10 to self (RISC Level 6)
  • If the Angel is chosen, there is a small chance it will turn into Black Reaper anyway.
  • In the Burst version of this Overdrive, the Angel will always turn into Black Reaper.

Controlling the Cups

Pressing buttons will swap the cups around. This can be done multiple times very quickly to disguise where the Angel ends up.

  • P swaps the first two cups, K swaps the middle cups, S swaps the last two cups, and H swaps the first and last cups.
  • As soon as the opponent presses a button, they are locked into that choice. So if they are mashing after they get hit, their selection will get locked in right away (the pointing hand will flash white and there is a sound effect). If this happens, you can try and swap the Purple Reaper to that position if you've been keeping track of your swaps.

W-W-What Could This Be?

236236P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236236P Total 46(Super Freeze 1) 1~6F Strike
236236236P Total 51(Super Freeze 1) 1~6F Strike

Faust generally perfers to spend meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use this one. Normal version throws 4 items. 100% version throws 10 items!

  • The 100T weight can knock Faust down before he recovers if thrown early, Bombs can blow you up in the 100% version, black hole will pull you towards your ensemble, Bombs destroy other items, Jump pad can save someone who'd otherwise be forced to block, You sometimes get a helium party, and multiple items tend to be redundant.
  • Because of the risk of sabotaging yourself while tossing items, even if you are committed to using the 100% version on item toss super, it may be more prudent to simply do two delayed 4 item tosses. The extra 2 items are not worth risking accidentally cancelling it early because you threw something that would interrupt it.

Instant Kill

This is...me?

During IK mode: 236236H

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Faust color 1.png
GGXRD-R2 Faust color 2.png
GGXRD-R2 Faust color 3.png
GGXRD-R2 Faust color 4.png
GGXRD-R2 Faust color 5.png
GGXRD-R2 Faust color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Faust color 7.png
GGXRD-R2 Faust color 8.png
GGXRD-R2 Faust color 9.png
GGXRD-R2 Faust color 10.png
GGXRD-R2 Faust color 11.png
GGXRD-R2 Faust color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Faust color 13.png
GGXRD-R2 Faust color 14.png
GGXRD-R2 Faust color 15.png
GGXRD-R2 Faust color 16.png
GGXRD-R2 Faust color 17.png
GGXRD-R2 Faust color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Faust color 19.png
GGXRD-R2 Faust color 20.png
GGXRD-R2 Faust color 21.png
GGXRD-R2 Faust color 22.png
GGXRD-R2 Faust color 23.png
GGXRD-R2 Faust color 00.png

Navigation

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