GGXRD-R2/Faust/Frame Data

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 Faust


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Faust x1.00 0 3F [100] Medium 13F (1~7F invuln) 26 25F 29F Crawl
Slow Air Dash

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 1 +2 6 4 6 SJ 264 10 6 7 YRP
5K Mid 2 -5 7 8 11 SJ 264 30 10 7 YRP
c.S Mid 2 +2 8 6 6 SJ 264 30 10 7 YRP
f.S Mid 2 -8 11 4 18 S Initial: 90% 264 34 10 7 YRP
5H Mid 3 -2 9 2,2,2 17 S 384 24×3 14 6 YRP
5D High 2 -3 26 2 15 1~11F Strike
24~29F Reflect
40~42F Strike
Initial: 80% 264 25 10 20 YRP
5D Reflect All 0 [2] 1 120 [240] 10 [20] 3 8 [7]
6P Mid 2 -12 7 3 23 S 1~6 Above Knees 264 32 10 7 YRP
6H High 4 -35 25 9 45 S Initial: 90% 384 70 28 6 YRP
2P Low 0 +1 7 2 7 S Initial: 70% 144 12 3 8 YRP
2K Low 1 +1 7 3,3,6 5 SJ Initial: 80% 264 12×3 6 7 YRP
2S Mid 2 -7 9 9 12 SJ 264 28 10 7 YRP
2H Low 4 -8 14 2 25 S 384 40 20 6 YRP
2D Low 2 -12 13 3 23 SJ 264 38 10 7 YRP
j.P High / Air 0 7 6 6 CS 144 13 3 8 YRP
j.K High / Air 2 7 5 18 SJ Initial: 90% 264 20 10 7 YRP
j.2K All 4 12 Until Landing 4 After Landing S Initial: 90% 384 35 20 6 YRP
j.S High / Air 2 14 3 20 S 264 32 10 7 YRP
j.H High / Air 3 9 8 12 S 384 50 14 6 YRP
j.D High / Air 2 13 11 21 + 4 Landing Recovery S 264 40 10 7 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 78750 0,4 +51 1 Forced: 65% 0 0,60 NA 6, 0 R
Air Throw Air Throw: 192500 0 1 Forced: 65% 480 0,55 NA 6, 0 R
DAA All 2 -10 9 4 20 1~16F Full
17~28F Throw
Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50F: Blitz 50 R
Taunt Mid 0 55 92 56 144 0 3 8 YRP
1 or 3 1~ Above Knees

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
41236K Mid 4 -11 21 12 18 150 / 240 20 20 15 YRP
41236K > 4 +7 Y
Pull > 236P Mid 4 7 12 12 150 / 720 40 NA 6 YRP
Pull > 236P > 236P Total 32 1~32F Strike Y
Pull > 236P > 236P > 236P Mid 4 43 8 18 1~40F Strike 500 / 2400 80 NA 6 YRP
214H Unblockable: 175000, All*7 2 5 48 12 100 / 60 16×8 NA 7 YRP
j.236H All 4 11 28 8 After Landing 150 / 240 18×4 20 8 YRP
214P All 2 -13 63 2 25 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw Initial: 80% 50 / 360 44 10 7 YRP
214K All 2 -13 63 2 25 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw 50 / 360 44 10 7 YRP
214S High 2 -26 52 Until Landing 32 21~42F Strike
43~47F Full
50 / 360 38 10 7 YRP
236S Mid 2 +3 17 4 7 250 / 600 44 10 10 YRP
Pogo 66 Mid 2 -5 4 3 16 100 / 360 40 10 7 YRP
Pogo 44 Mid 2 -5 4 3 16 50 / 360 24 10 7 YRP
Pogo 9 Total 16 25 / Y
Pogo 8 All 2 16 68 25 150 / 360 20×n 10 7 YRP
Pogo 2 -18 Total 24 Y
Pogo P High 2 +3 10 3 8 100 / 240 32 10 7 YRP
Pogo K Mid 2 7 6 23 1~6F Strike 500 / 480 36 10 7 YRP
Pogo [K] Mid 4 24 10 23 24~28F All 750 / 720 52 20 6 YRP
Pogo S Low 2 +5 16 2 7 100 / 480 36 10 7 YRP
Pogo [S] Low 4 +2 32 10 7 150 / 720 48 20 6 YRP
Pogo H All 4 -23 13 28 23+3 After Landing 200 / 360 14×4 20 6 YRP
Pogo D 9 Total 17 150 / YR
j.236P All 1,2 21 Until Landing (15)3 Total 43 200 / 120 1,40 2 7 YRP
236P Total 23 [35] 150 / YRP

Items

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Donut/Chocolate 50 194 pickup or expiry 16 Heal
Donut Box/Large Chocolate 50 194 pickup or expiry 48 Heal
Hammer All 4 13 41 contact or landing -/120 44 20 6
Golden Hammer All 4 13 41 contact or landing -/120 44 20 6
Chibi Faust All 2 45 contact or landing -/120 25 10 7
Large Faust All 2 45 contact or landing -/120 25 10 7
Bomb All 4 131 12 explosion -/120 80 20 6
Fireworks All 4 192 12 explosion -/120 80 20 6
Meteors All 4 196~ 0 all meteors land -/120 36×6 20 10
Gigantic Meteor All 4 196~ 0 last hit after landing -/120 36×7 20 10
Poison All 1 85 50 landing -/120 10 6 7
100 Ton Weight All,Unblockable 4 13 43,1 landing -/120 44,0 20 6
10000 Ton Weight All,Unblockable 4 13 43,1 landing -/120 44,0 20 6
Drum Can barrel expires
Oil Combustion All 4 11 20 -/120 80 20 6
Jump Pad Unblockable 0 87 196 expires Initial: 70% -/120 0 -8/NA
Black Hole 68 180 landing
Helium Gas 112 425 landing

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236S Low 4 -46 11+1 80 66 1~15F Full
16~17F Strike
-5000 30,0,Refer to notes
[37,0,Refer to notes]
-6/+20 YRP
236236P Total 46(Super Freeze 1) 1~6F Strike -5000 YRP
236236236P Total 51(Super Freeze 1) 1~6F Strike -10000

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -20 9+8
[5+5]
6 31 9~22F Full
[5~15F Full]
DESTROY 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Faust 5P.pngGuardMidStartup6Recovery6Advantage+2 - - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Faust 2P.pngGuardLowStartup7Recovery7Advantage+1 - - 2S 2H 5D, 2D Special, Super
6PGGXRD Faust 6P.pngGuardMidStartup7Recovery23Advantage-12 - - - - - Special, Super
5KGGXRD Faust 5K.pngGuardMidStartup7Recovery11Advantage-5 - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Faust 2K.pngGuardLowStartup7Recovery5Advantage+1 - - f.S 5H 5D, 2D Jump, Special, Super
c.SGGXRD Faust c.S.pngGuardMidStartup8Recovery6Advantage+2 5P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Faust f.S.pngGuardMidStartup11Recovery18Advantage-8 - - - 5H 5D Special, Super
2SGGXRD Faust 2S.pngGuardMidStartup9Recovery12Advantage-7 - - - 5H, 2H 5D, 2D Jump, Special, Super
5HGGXRD Faust 5H.pngGuardMidStartup9Recovery17Advantage-2 - - - - 5D, 2D Special, Super
2HGGXRD Faust 2H.pngGuardLowStartup14Recovery25Advantage-8 6P - - - 5D Special, Super
6HGGXRD Faust 6H.pngGuardHighStartup25Recovery45Advantage-35 - - - - - Special, Super
5DGGXRD Faust 5D.pngGuardHighStartup26Recovery15Advantage-3 - - - - - Homing Jump, Homing Dash
2DGGXRD Faust 2D.pngGuardLowStartup13Recovery23Advantage-12 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Faust j.P.pngGuardHigh / AirStartup7Recovery6Advantage- - j.K j.S j.H j.D Special
j.KGGXRD Faust j.K.pngGuardHigh / AirStartup7Recovery18Advantage- j.P - j.S - j.D Jump, Special
j.SGGXRD Faust j.S.pngGuardHigh / AirStartup14Recovery20Advantage- j.P - - j.H - Special
j.HGGXRD Faust j.H.pngGuardHigh / AirStartup9Recovery12Advantage- - - - - - Special
j.DGGXRD Faust j.D.pngGuardHigh / AirStartup13Recovery21 + 4 Landing RecoveryAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Faust


To edit frame data, edit values in GGXRD-R2/Faust/Data.
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