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Faust tosses four random items. This super ignores the item limits, so you can use it even if other items are already out (including after another super). By it's very nature, the results from this super are completely unpredictable and can sometimes lead to a measly 4 donuts, or a deadly mix of bombs, meteors and mini-potemkins. Bombs have a tendency to override the effects of some of the other items by blowing them up, or by virtue of out-lasting the thrown items. | Faust tosses four random items. This super ignores the item limits, so you can use it even if other items are already out (including after another super). By it's very nature, the results from this super are completely unpredictable and can sometimes lead to a measly 4 donuts, or a deadly mix of bombs, meteors and mini-potemkins. Bombs have a tendency to override the effects of some of the other items by blowing them up, or by virtue of out-lasting the thrown items. | ||
If you are feeling adventurous, you can use the super on knockdown, or if your opponent is respecting you | If you are feeling adventurous, you can use the super on knockdown, or if your opponent is respecting you too much. The average results are actually pretty decent, but if you don't want to rely on faith, Meter can be more reliably dumped into other things. If you want something really exciting, item throw > item super > item super is pretty much the best possible thing you can do in a match, especially after a gold burst. | ||
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{{MoveData | {{MoveData |
Revision as of 09:07, 18 July 2019
Faust |
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To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
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Overview
The Magical Wandering Pediatrician, producing only the tastiest of Doctor's Office treats from his magical labcoat. Where other doctors produce lollipops, this one produces Krispy Kremes, whole Chocolate Bars, and Deep Fried Churros. You just have to be wary in case he offers you a hammer, short-circuited robot or live explosives.
His items are random, and so is the gamestate he creates with every 236P. It might be good for you or your opponent. You won't know until you take a turn of the gacha.
Faust is well-known to Guilty Gear players as the "Spicy Zoner". He controls the pace of most matchups, and usually has a dominating answer for most situations. Even if he's airborne, the game never tilts far out of favour, due to his suite of air options and mobility. While the hurtbox on his frog-like jumping animation is the worst in the game (Making him incredibly vulnerable to being clipped trying to escape pressure or clear moves like Gunflame), his Air FD hurtbox is one of the best in terms of trajectory and size (Muscling in on Millia and May for how easily he squeezes out of pressure and over projectiles). A lot exchanges are oftentimes overcome by going from being as large as Potemkin to being smaller than any other character in the game. This forces a lot of matchup-specific situations for your opponent to deal with when pressuring this character, despite his poor counterpoke options.
The Holy Trinity of anti-airs are made up of his 6P, 5K and 2K. They all cover eachother incredibly well. 6P offers high reward against seemingly deep jumpins. 5K cannot be beaten if the opponent cannot reach Faust's torso or head before it goes active. 2K has a fully disjointed hitbox at the top of the screen in its initial active frames. Mixing this up with movement and positioning, and Faust becomes quite the fortress.
Faust's movement is mostly defined by his Faultless Drill/Defense Cancel. While giving him all the time he needs in the air, it also allows him to place his long, active j.H at around head height almost immediately, while also threatening attacks closer to his body with j.S or j2K. This ability to "stall" in midair gives Faust plenty of wiggle room to play around things like Venom balls, Testament traps, Bridget Yoyos or whatever your opponent attempts to anti-air you with. It's not uncommon to burn all your air options, only to punish your opponent's "guaranteed" 6P or 2H with FDC j2K or FDC jD. Juke the active frames and punish.
With a minimum height FDC j2K > j.K (Which nets you an overhead anywhere between 15f and 24f, depending on how fast you do it), his oki is quite potent, especially when you introduce high-reward and incredibly plus options such as meaty j2K, and strong options for catching jumps such as 2K.
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Normals
5P
5K
5K |
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5K is a staple for anti-airs and leading into air combos, as the hurtbox doesn't extend until the 1st active frame. It hit's most standing opponents, but completely whiffs on all crouching opponents and even most dashing opponents. It's also incredibly active, which makes it notoriously good as a counterpoke against anything that can't low profile it. On counter hit, 5K will put the opponent in a float state allowing a followup air combo. Another intrinsically good property is that, post active frames, the hurtbox only remains extended for several frames, so trying to whiff punish it from the front isn't very practical in a lot of matchups. Moves that are quick to move under it (Stun Dipper), or are entirely disjointed (Stun Edge, HCL) make for more appropriate whiff punishes. When trying to determine whether or not you can use it to anti-air, think "Can they reach my torso before 5K goes active?", if they can, you will be stuffed. If they cannot, at worst you will trade and completely stop their approach. Chains/Combos into f.S, cl.S, 5H, 2H, and 2D |
c.S |
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It's uses outside of combos are limited, but it gives the same frame advantage as 5P, and is one of Faust's strongest starters. Be sure you are in the right range though, because f.S is dangerous to use at close range. Also, while 2K is the typically preferred meaty, c.S can give you a weighty frame advantage if you hit them on wakeup. This move is great to OS with throw on your opponent's wakeup in the corner (Dash in FD Brake > 6SH, as you can block wakeup DP, catch certain backdashes, clip late jump out attempts and throw opponents that are too defensive - all the while preserving frame advantage (Just watch out for wakeup throw OS, or doing the maneuver so loosely that they can react and toss you out of it). Chains/Combos into 5P, f.S, 2S, 5H, 2H, and 2D |
fS
f.S |
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f.S is a decent mid range poke that can be used to safely throw out "Nani ga deru kana?" which has the additional benefit of cutting f.S' recovery by 5 frames. Comes out quickly for it's range however, with a recovery of 28 frames, this move is VERY dangerous to whiff. Coupled with the fact that the higher hitbox makes the move easily low profiled, usage can be finnicky. So make sure you are not being too predictable with the move, lest you want to be punished by a stray Grand Viper or Riot Stomp (both Sol specials). You never want to end pressure on f.S because it is -20 on block. Chains/Combos into 2K and 5H |
5H |
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5H is a midrange alternative to f.S. While it has a slightly slower startup, and a shorter hitbox, it is a much more stable than f.S because it can't be low profiled and puts the opponent in much more blockstun. Very important in combos because it has a good hitbox, and combos into both "Yariten Enshin Ranbu" and 2D. Chains/Combos into 2D |
6P |
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An effective anti air with a great vertical hitbox and above-the-knees invincibility from frame 1-7 of the startup which helps stuff several jump-ins. Doesn't have good horizontal reach and bad recovery, so interchange with Faust's other anti-airs, such as: 5K at a distance, 2K when they may end up behind your head, and preemptive options such as jH when you have time to get it out there. Does not combo on normal hit without an Item Toss like Hammer, however on counter-hit you can cancel into Item Toss and still convert comfortably. 6P does not carry the invincibility for the full duration of the startup, so jumping attacks in their active frames that aren't deep enough to win outright will counter-hit trade on the 1st active frame. Oftentimes, Faust can still combo from this, but it does remove 6P as an anti-air option when Faust is on low life. |
6H |
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One of Faust's most unique moves, 6H is a broadcast overhead, but has massive reach. While a keen opponent will be ready to block it, it can still often catch people who are too focused on blocking thrown items, and it is one of Faust's most rewarding starters, especially in the corner. It makes an excellent preemptive whiff punish in pressure, as it's hurtbox is fairly receded mid-startup. Someone trying to poke out of pressure against it may find their attack whiffing just shy of Faust's torso. 6H is extremely dangerous on whiff but can be special canceled on block to be made unpunishable (with Item Toss, most notably), or at least safe (with Rerere no Tsuki). |
5D |
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Being even easier to see coming, slower, and shorter than 6H, 5D is hardly an effective overhead. 5D's real use is that it's Faust's only working "reversal," though only by a little. It has invincibility frames during the spinning animation (frames 1-11, so not much), so if your opponent is using a slow or reactable poke of some sort, 5D can be used as a situational punish. |
2P |
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Fast, low hitting jab with good range. Most useful for tick throws, but can low profile some enemy pokes too, and naturally good for starting pressure strings. While it has a high proration rate, the utility is too good to pass up. Chains into 2S, 2H, 2D; Combos into 2S; |
2K |
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One of Faust's most used moves at close range, 2K has a fast startup, and covers a large area while putting Faust's hurtbox lower to the ground. Has three hits: one hitting in an upward angle that is good for anti-airing some attacks (will whiff on some crouching opponents making the startup for the second hit 10 frames), A second hit that goes a bit lower, and a third hit where Faust's leg is near the ground. The first hit can be jump canceled, and the last 2 hits are lows. 2K is just a great all around move that can start pressure, set up tick throws, and deal with most angles of approach. Also an excellent meaty tool that keeps your opponent pinned in blockstun and can lead into a variety of mixups.
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2S |
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While not as common as his other anti-airs, 2S covers similar vertical space as 6P, and is more rewarded for a hit because it can be followed up with an air combo. Besides that, 2S can be a fairly rewarding and generous-to-time abare option if your opponent is looking to catch you trying to escape pressure through jumping, due to it's active frames. Chains/Combos into 5K, 5H, 2H, 2D |
2H |
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2H is a very useful long range ground poke. Has good damage, and can be chained into 2P/5P to reduce the recovery, but has almost no vertical hitbox, so can be jumped if anticipated. As with f.S, it is useful to cancel it into Nani ga deru kana, or Rerere no Tsuki for a frame trap. Combos into Rerere no Tsuki on counter hit or against crouching opponents. It is very disjointed towards the tip, which means that if it's done before the opponent is in range, it is incredibly hard to whiff punish, but will give up space as they run in after it. Chains/Combos into 2P |
2D |
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Fairly slow for a 2D, but has great range, and can be jump canceled. Use it to keep your opponent honest blocking low and to start a jump to continue pressure. Canceling into "Nani ga deru kana" reduces the recovery. 2D is also important for combos because 2D > 2S will get the opponent into the air to start an air combo. Watch the range though, because being too far away from the opponent will cause the 2S to whiff or the air combo to drop. Chains into 5K, 2S; Combos into 2S; |
j.P |
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a jumping attack that comes out quickly and recovers quickly. Covers ground slightly higher than j.K, so use when they are too close. Chains/Combos into j.K; |
jK
j.K |
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A jumping kick that covers a lower angle and is Faust's deepest jump-in. An important element of Faust's mixup game is to do a faultless defense cancel (or Drill cancel for short, check the Faust board on Dustloop for more details) immediately off the ground to do a very fast overhead j.K. Chains into j.P, j.S, and j.D and can combo into them at various distances. |
j.S |
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A strange jumping attack where Faust swipes with the scalpel. The hitbox is only at the tip of the swipe, so it will whiff entirely at close range. J.S is one of Faust's less commonly used moves, but it covers ground lower than j.H and can be used in combos. Chains/Combos into j.K and j.H |
jH
j.H |
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Likely Faust's most important normal, j.H covers a massive horizontal area in front of Faust with the scalpel and can cover many aerial or even ground approaches at a proper distance. Using low-to-the ground drill cancels will leave the opponent little time to respond before it recovers. It won't cover ground space so alternate attacks with j.S, j.2K and j.K to keep them guessing. The enormous amount of active frames makes it an abusive move, so even though it cannot be chained or jump canceled even on block, it should be used often. One of Faust's two air combo enders(j.H and j.D), ending with j.H will do the most damage, but will allow the opponent to tech in the air. Although with Faust's excellent anti-airs and Nani ga deru kana, it's not an altogether bad place for them to be. |
j.2K |
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Affectionately known as the drill, while j.2K is the only jumping normal Faust has that does not hit overhead, it changes Faust's air trajectory at a down-forward angle as well as causing a large amount of blockstun, making it an important tool for reapplying pressure. Faust will continue to drill until he hits the ground even after it makes contact with the opponent. It can be special canceled. Even more important then the move itself are the uses you get out of Faultless Defense Canceling it (otherwise known as the Drill Cancel). Regardless of your position in a jump, Drill canceling j.2K will immediately cause you to start falling backwards, with all air actions intact. This opens up many tricks and possible attack angles. j2K works as a strong counterpoke option in neutral, as Faust's air FD box makes him notoriously good at squeezing over far.S-style normals (Quick, horizontal attacks that aren't so vertically-inclined). This also makes it quite the powerful move to do out of pressure. Faust can jump FD out and over many normals where a 2P would be frame-trapped, netting a punish with j2K where he would normally get nothing. |
j.D |
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Faust holds the scalpel below him for a bit as it transforms into a Syringe, and poots out a tiny buff Faust. The move is incredibly disjointed, making it very hard to anti-air, especially when you factor in that j2K is interchangeable with it, which hits with a different timing. It's long active frames make it generally pretty great for dashing or normal jump-ins over long-winded attacks (Such as fireballs, Axl 5P/Rensen/2H, Faust far.S/2H). Will produce much hitstun on hit, and will even stagger on counterhit resulting in an easy follow-up combo. It is however difficult to continue pressure after j.D because it has 4 extra frames of landing recovery. If hit in the air, the opponent will plummet downward for an untechable knockdown, which makes it one of Faust's two air-combo enders. It will result in less damage and shorter combos, but the knockdown is invaluable for establishing or maintaining momentum. |
Universal Mechanics
Ground Throw |
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Faust clings onto the opponent and licks them, then knocks them away, causing blowback and knockdown. Gives time to throw an item out, or run up an apply a meaty or 50/50 on their wakeup. The standard deal. |
Air Throw |
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Faust grabs the opponent and tosses them aside, resulting in them flying back and causing a knockdown. An excellent anti-air for dealing with opponents directly above you. |
Dead Angle Attack |
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Typical Dead Angle Attack, use when things are looking hairy and you wish to create space. Faust has weak defensive tools, so it's often a good idea to use this before you take too much damage. Has a good hitbox unlike some, and can even throw them into items, but the damage will be bad. 1-16 invincible, 17-28 invincible to throws, 25-32 invincibility above the knees. Wall bounces, so it can be useful to use against opponents trying to work themselves out of the corner. |
Special Moves
Rerere no Tsuki
Rerere no Tsuki 41236K |
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Love j.236P |
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Faust pulls off his head(?) which turns out to be a bomb that explodes on contact with the opponent, ground, or another projectile. Faust retains his air actions after the move and can anti-air if his opponent tries to jump over it. Will put the opponent in a great amount of blockstun, which allows Faust to start pressure, however, the move also works on Faust, so if Faust is too close when it explodes, he'll also take a hit. Has an FRC point on frames 24 & 25 (right after Faust tosses the bomb), which allows Faust a bit more time to start pressure or block if the opponent gets too close. Faust can combo after the bomb-bag, but careful positioning is required in order to avoid taking a hit yourself. 2S or 5K are useful in this regard. |
Going my Way (normal version) j.236H |
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Faust suddenly begins to spin forward yelling "Going My Way!" If you are near the ground, the move will end prematurely leaving you at massive frame advantage. For this reason it is very useful to cancel low to the ground j.2K's to continue pressure, and will situationally combo after air-hits of all sorts. However, the move is easily punishable if fully completed. |
What Could This Be? 236P |
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The centerpiece of Faust's design, Faust throws out a random item that produces various effects. Note that under normal circumstances, Faust cannot throw out a second item until the first one is gone. This particularly causes problems if a donut or chocolate is thrown, so try to get rid of them as quickly as possible. You can throw out another item after the chibi's begin to walk on the ground or the poison lands, so use this fact to fill the screen with junk. You will not want to use item throw at neutral unless your opponent is respecting your pressure. Instead, throw items after you make your opponent block a normal. f.S, 5H, 2H, 6H, and 2D are all prime candidates because they put the opponent in a good amount of blockstun. Also useful if you achieve a knockdown/knockback. This is appropriately important to Faust's gameplan because as long as Faust can keep chucking out dangerous items on the opponents wakeup, the opponent will have to keep taking risks to escape pressure. |
Souten Enshin Ranbu 236S |
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SMACK! Faust suddenly latches onto the top of his pogo and flings himself forward. Despite appearances, this is not an overhead. This move will leave Faust in a special pogo stance (see the functions below), but holding andy backward direction will cause Faust to climb off the pogo back to his standard stance. Though you can continue pressure on the staff, it can be tricky. A knowledgeable opponent can often punish Faust easily if he stays on it for too long. Causes knockback on hit, which gives Faust time to throw an item and stay at his optimal range, but you will not have time to apply mixup before they recover. Can be followed up with a combo if you are either in position for S(ground flower) or Roman cancel, dash forward, 2S. |
Pogo Movement
Pogo Movement Various commands on Pogo |
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Pogo Attacks
Pogo Attacks Various commands on Pogo |
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Hack n' Slash 214H |
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A grounded "Command Grab" where Faust spins the scalpel near the opponent. I put it in quotations because although Mettagiri is effectively the same, it is a special case proximity unblockable. If the opponent is on the ground near Faust on frame 1 of the startup, Faust will begin the move animation, and even if the opponent jumps in that time, they'll still take the hit (even if holding faultless defense). Allows for a follow-up combo in the corner or with roman cancel. |
From the Front/Behind/Above 214P/K/S |
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Chouhatsu (Kao FLASH!) Taunt |
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Show them your face, Baldhead! Hard counter to May, but use wisely. No one can know your true self. |
Items
- Data listed in [ ] is for the Pogo version of Nani ga deru kana?
- Moves with Item listed in their command column are randomly thrown by Nani ga Deru kana? and Na-na-na-nani ga deru kana?
Food
Food |
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Hammer
Hammer |
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Faust throws out a hammer that has a hitbox until it hits the ground. Can cause a great deal of stun, and will combo after 6P. Controls some airspace, so control ground space to complement it. |
Dumbbell
Dumbbell |
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Faust throws out a dumbbell that has a hitbox until it hits the ground. |
Coin
Coin |
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Faust throws a single coin that is similar to Johnny's, which has a hitbox until it lands. Though it is fast and does little damage, causes the "Oissu?" effect on hit, which will cause the Rerere no Tsuki hitgrab to cause ground bounce and flame effect on the last hit for the remainder of the match. This also powers up 214D to give a similar higher ground bounce with much more untechable time that can easily lead into a lot of combo options. |
Bomb
Time Bomb |
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Faust throws a bomb that quickly lands on the ground, and after a short delay, will explode (no hitbox until then) in a massive area of effect. This is both a dangerous item, and a useful one because the resulting explosion hits Faust as well. You'll need to guess if they will try to jump out, as you can either do a blockstring after the throw into a jump-cancellable normal/door special/5D just before the bomb explodes, or try to hit them out of the air. Don't get hit trying to do this though, as the resulting damage is very punishing. |
Chibis
Minis/Chibis |
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Tarai
Tarai |
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Also known a washpan. |
Meteors
Meteors |
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After a delay, the Meteors will fill a portion of the screen causing much blockstun. The meteors won't change their designated location after it goes into the air, so if the opponent moves forward, he can avoid them entirely. Just don't let them do that and you are fine. If they respect the meteors, do a mixup to make them regret it. |
Poison Vial
Poison Vial |
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Faust throws a poison vial that has no hitbox, which after a short delay, will spew poison gas in a short area around it. Cause negligible hitstun, and the timing of the hit can be deceptive, which makes it very useful for grab mixups if they are on the ground. Note that poison will cause Rerere no Tsuki to drop after the first hit, but the second hit is +15 on block so you can continue pressure, or go for a reset. |
Force Breaks
BAM! Outta Nowhere 214D |
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Faust quickly takes to the skies for a very wide karate chop, which hits overhead. Ok, it's not the most effective use of 25 meter, but you are airborne on frame one, so if you can predict lows it can act as a nice punish. You can also special cancel normals with it, so it can sometimes be useful for a surprise overhead in a blockstring or after some long range pokes (though watch your spacing on your longer pokes). It's easier to see than his other overheads (which are also kinda easy to see), so you'll usually just want to go for drill cancel j.2k in most cases instead. Ground bounces on hit for loads of untechable time and potential combo follow-up. |
FB Rerere no Choutsuki j.236D |
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Faust quickly gets on his pogo stick in midair and drops straight downward, taking your previous aerial angle into account. Because it's extremely fast this is a fantastic Force Break that can end up beating some anti-air attempts. Because air trajectory affects it, j.2K is a helpful for sending it on the right path for a blockstring or a combo. Faust will remain in the pogo stance after he lands, so after the initial hit, it is the same as the regular version. |
This One's on the House Gettin' to the Good Part -> 236D |
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FB From Behind D after 214K |
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This is a much faster version of Faust's original crossup door special. because of the speed, the door can be an effective mixup when items are out, and can punish many fullscreen attacks on reaction. Because you are unable to use the FB after the other 2 versions of the teleport, it can be predictable if used too liberally, so keep it as a surprise. Using the FRC timing on frames 6~8, Faust can spend half his tension bar for an unpredictable mixup, notably with FRC into Mettagiri. |
Overdrives
W-W-What Could This Be? 236236P |
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Faust tosses four random items. This super ignores the item limits, so you can use it even if other items are already out (including after another super). By it's very nature, the results from this super are completely unpredictable and can sometimes lead to a measly 4 donuts, or a deadly mix of bombs, meteors and mini-potemkins. Bombs have a tendency to override the effects of some of the other items by blowing them up, or by virtue of out-lasting the thrown items. If you are feeling adventurous, you can use the super on knockdown, or if your opponent is respecting you too much. The average results are actually pretty decent, but if you don't want to rely on faith, Meter can be more reliably dumped into other things. If you want something really exciting, item throw > item super > item super is pretty much the best possible thing you can do in a match, especially after a gold burst. |
Shigekiteki Zetsumei Ken 236236H |
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Has invincibility until startup, and the recovery is massive (but can FRC'd throughout it's full duration). Also hits low! On hit it basically starts a minigame in which you set an angel with one of the 4 buttons, and if they hit one of the three devils, they are dealt the full damage from the super. Otherwise the super will backfire and you'll end up taking damage instead, and in some cases the opponent can even combo off of the hit. Failure to choose a button before your opponent results in auto-failure, so be sure to act fast. While throwing caution to the wind can be fun, it's best to avoid this super unless you really need a reversal. Can be used as a combo ender in some instances, but the damage is prorated heavily to the point where it's rarely worth it. |
Instant Kill
This Week's Yamaban in IK Mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
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- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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