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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 to 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.  
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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Revision as of 09:07, 18 July 2019

Faust
GGAC Faust Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

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.


 Faust -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/Z9XS40ZAkhU

}}


Normals

5P
5P
GGAC Faust 5P.png

GGXXACPR Faust 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 5 4 6 +2 2 6 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Faust 5P.png
Non-commital check against forward movement
GGXXACPR Faust 5P-Hitbox.png


This is Faust's fastest move and has fairly decent range for a jab. It's useful for starting block strings. 5P can also sometimes function as an anti air that can stuff low to the ground air dashes. Some characters are able to low profile it, such as Faust, Zappa, and Millia.

Chains into f.S, cl.S, 2S, 2H, 6H, and 2D; Combos into f.S, cl.S, and 2S; Combos into 2D against crouching opponents or on counterhit

5K
5K
GGAC Faust 5K.png

GGXXACPR Faust 5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 7 8 11 -5 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 85% SJR 13 14 14 13
GGAC Faust 5K.png
The Wall. They can only go over or under
GGXXACPR Faust 5K-Hitbox.png
•Floats on CH (untechable for 40F)


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
GGAC Faust cS.png

GGXXACPR Faust cS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 8 6 6 +2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Faust cS.png
GGXXACPR Faust cS-Hitbox.png


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
GGAC Faust fS.png

GGXXACPR Faust fS-1-Hitbox.png

Frames 7-8

GGXXACPR Faust fS-Hitbox.png

Frames 9-12

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 7 6 28 -20 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Faust fS.png
2H, if 2H could catch jumps
GGXXACPR Faust fS-1-Hitbox.pngGGXXACPR Faust fS-2-Hitbox.png
Frames 7-9 • Frames 10-12
•Attack is fully extended on 10F


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
GGAC Faust 5H.png

GGXXACPR Faust 5H-1-Hitbox.png

1st Hit (Frames 9-10)

GGXXACPR Faust 5H-2-Hitbox.png

2nd Hit (Frames 11-12)

GGXXACPR Faust 5H-3-Hitbox.png

3rd Hit (Frames 13-14)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×3 Mid 9 2,2,2 17 -2 4 14×3 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×3 SR 16 17 16 7×2, 14
GGAC Faust 5H.png
"Hey whatcha doin' over there?"
GGXXACPR Faust 5H-1-Hitbox.pngGGXXACPR Faust 5H-2-Hitbox.pngGGXXACPR Faust 5H-3-Hitbox.png
1st hit (Frames 9-10) • 2nd hit (Frames 11-12) • 3rd hit (Frames 13-14)


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
GGAC Faust 6P.png

GGXXACPR Faust 6P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 8 3 26 -15 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~7F Above Knees SR 13 Launch 20 13
GGAC Faust 6P.png
It will probably trade in your favor
GGXXACPR Faust 6P-Hitbox.png


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
GGAC Faust 6H.png

GGXXACPR Faust 6H-1-Hitbox.png

Frames 25-27

GGXXACPR Faust 6H-2-Hitbox.png

Frames 28-33

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
80 High 25 9 45 -35 5 21 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 43~57F Above Feet
58~60F Low Profile
SR 18 19 18 15
GGAC Faust 6H.png
Use moderately and you will catch them blocking low
GGXXACPR Faust 6H-1-Hitbox.pngGGXXACPR Faust 6H-2-Hitbox.png
Frames 25-27 • Frames 28-33


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
GGAC Faust 5D.png

GGXXACPR Faust 5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 High 28 2 15 -3 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 1~13F, 42~44F Strike R 13 Launch 48 14 13
GGAC Faust 5D.png
HOOOOOOOOOOMERUN!
GGXXACPR Faust 5D-Hitbox.png
•Faust is in CH state during move


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
GGAC Faust 2P.png

GGXXACPR Faust 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 7 2 7 +1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% SR 9 10 10 11
GGAC Faust 2P.png
GGXXACPR Faust 2P-Hitbox.png


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
GGAC Faust 2K.png

GGXXACPR Faust 2K-1-Hitbox.png

1st Hit (Frames 7-9)

GGXXACPR Faust 2K-2-Hitbox.png

2nd Hit (Frames 10-12)

GGXXACPR Faust 2K-3-Hitbox.png

3rd Hit (Frames 13-18)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12×3 Mid, Low×2 7 3,3,6 5 +1 2 6, 5×2 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×3 80% 13~21F Low Profile SJR, SR×2 11 12×2, Crouch 13 12 12
GGAC Faust 2K.png
Anti-air/Low/Safejump/Confirm
GGXXACPR Faust 2K-1-Hitbox.pngGGXXACPR Faust 2K-2-Hitbox.pngGGXXACPR Faust 2K-3-Hitbox.png
1st Hit (Frames 7-9) • 2nd Hit (Frames 10-12) • 3rd Hit (Frames 13-18)
•Cancellable into 2P from 17F onwards


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.


Chains/Combos into 2D and 5H after any hit; Chains/Combos into 2P and f.S (not c.S) after the last hit)

2S
GGAC Faust 2S.png
A tongue like Gene Simmons...

GGXXACPR Faust 2S-1-Hitbox.png

Frames 9-10

GGXXACPR Faust 2S-2-Hitbox.png

Frames 11-12

GGXXACPR Faust 2S-3-Hitbox.png

Frames 13-15

GGXXACPR Faust 2S-4-Hitbox.png

Frames 16-17

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 9 9 12 -7 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 1~3F Low Profile SJR 13 14 14 13
GGAC Faust 2S.png
GGXXACPR Faust 2S-1-Hitbox.pngGGXXACPR Faust 2S-2-Hitbox.pngGGXXACPR Faust 2S-3-Hitbox.pngGGXXACPR Faust 2S-4-Hitbox.png
Frames 9-10 • Frames 11-12 • Frames 13-14 • Frames 15-17
•Staggers on ground CH (max 35F)
•Pulls in opponent on air hit


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
GGAC Faust 2H.png

GGXXACPR Faust 2H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Mid 14 2 21 -4 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Faust 2H.png
f.S, if f.S was plus on block
GGXXACPR Faust 2H-Hitbox.png


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
GGAC Faust 2D.png

GGXXACPR Faust 2D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 Low 13 3 23 -12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 Forced 80% SJR 13 14 14 13
GGAC Faust 2D.png
GGXXACPR Faust 2D-Hitbox.png


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
GGAC Faust jP.png

GGXXACPR Faust jP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13 High/Air 7 6 6 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Faust jP.png
GGXXACPR Faust jP-Hitbox.png


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
GGAC Faust jK.png

GGXXACPR Faust jK-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High/Air 7 5 18 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% SJR 13 14 14 13
GGAC Faust jK.png
Powerful combo tool for even the most random hits
GGXXACPR Faust jK-Hitbox.png
Large range, can tag at times where only j.S will connect


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
GGAC Faust jS.png

GGXXACPR Faust jS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 13 3 20 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Faust jS.png
GGXXACPR Faust jS-Hitbox.png


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
GGAC Faust jH.png

GGXXACPR Faust jH-1-Hitbox.png

Frames 9-13

GGXXACPR Faust jH-2-Hitbox.png

Frames 14-17

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 High/Air 9 8 12 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% SR 16 17 16 14
GGAC Faust jH.png
GGXXACPR Faust jH-1-Hitbox.pngGGXXACPR Faust jH-2-Hitbox.png
Frames 9-10 • Frames 11-16


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
GGAC Faust j2K.png

GGXXACPR Faust j2K-1-Hitbox.png
GGXXACPR Faust j2K-2-Hitbox.png
GGXXACPR Faust j2K-3-Hitbox.png
GGXXACPR Faust j2K-4-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 All 10 Until landing 6 after landing 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Faust j2K.png
Dr. Dhalsim at your service
GGXXACPR Faust j2K-1-Hitbox.pngGGXXACPR Faust j2K-2-Hitbox.pngGGXXACPR Faust j2K-3-Hitbox.pngGGXXACPR Faust j2K-4-Hitbox.png
• • • Changes every 4 frames
•Can cancel startup into FD to stop momentum
•4F landing recovery if FD canceled


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
GGAC Faust jD.png
Flex on 'em

GGXXACPR Faust jD-1-Hitbox.png

Frames 12-14

GGXXACPR Faust jD-2-Hitbox.png

Frames 15-18

GGXXACPR Faust jD-3-Hitbox.png

Frames 19-22

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 12 11 21+4 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 13 14 24 13
GGAC Faust jD.png
GGXXACPR Faust jD-1-Hitbox.pngGGXXACPR Faust jD-2-Hitbox.pngGGXXACPR Faust jD-3-Hitbox.png
Frames 12-13 • Frames 14-16 • Frames 17-22
•Staggers on ground CH (max 35F)
•Slams down opponent on air hit
•Dizzy modifier x1.5


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
GGAC Faust throw.png
...and a butt like Richard Simmons
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 48 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% R Down
GGAC Faust throw.png


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
GGAC Faust airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Faust airThrow.png
•Sends opponent on opposite side of throw direction


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
GGAC Faust 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 9 4 20 -10 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~16F All
17~28F Throw
25~32F Above Knees
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Faust 6P.png
GGXXACPR Faust 6P-Hitbox.png


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
GGAC Faust 41236K 1.png
GGAC Faust 41236K 3.png
GGAC Faust 5D.png
GGAC Faust 41236K 4.png
GGAC Faust 214D.png
BOI
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Attack
41236K


41236K
Rerere no Tsuki
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 20 12 18 -11 5 20 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/2.40 R 18 30 15
GGAC Faust 41236K 1.png
GGACR Faust 41236K Hitbox 1.pngGGACR Faust 41236K Hitbox 2.pngGGACR Faust 41236K Hitbox 3.pngGGACR Faust 41236K Hitbox 4.png
Frames 20-22 • Frames 23-25 • Frames 26-28 • Frames 29-31
•Can cancel into followup (Withdraw) on ground hit from 21~38F
•Attack is fully extended on 30F

Rerere no Tsuki is a hit grab style move that connects on a grounded opponent and leads to follow-up Hikimodoshi for a variety of combo options. It can be used as a pseudo frame-trap after special canceling normals to punish your opponent for moving after a blocked poke. It is Faust's longest range attack, and will push the opponent far enough back to make it safe, but keep in mind that throwing it out at neutral also greatly extends Faust's hitbox, and it can be low profiled and punished with certain slide-style moves.

While it will hit airborne opponents, they will simply fall to ground after the hit without setting up for the followup.

Withdraw
Rerere > 4


41236K > 4
Withdraw
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 55 +6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
F 43~45F
GGAC Faust 41236K 1.png
•Can cancel into followup (This One's on the House!) from 43~50F
•Can cancel into followup (Holler!) on 50F
•Listed Frame Adv is on standing hit

Pulls the opponent towards Faust after Rerere no Tsuki. This has 2 followups: "Holler!" leads to a linear combo that is easy to burst and leads to a hard knockdown, or "Gettin' to the Good Part" that can lead into a FB move for more damage, or an air combo if used near the corner. Also has a FRC window on frames 43-45 that can be used for an improved damage follow-up combo.

Holler!
Withdraw > 236P

Launches the opponent into the air which will leave them in a floated state for the remaining portion of the combo

Gettin' to the Good Part
Holler! > 236D

Faust transforms into a batter and swings at the opponent after withdraw. It has invincibility similar to 5D, though it doesn't mean much. It causes the opponent to wallstick if done near the corner that can lead into an air combo, or it can cancelled into a followup FB move.

Can't Hear You!
Holler! > 236P

Faust flies into the air after the opponent and has invincibility for the full duration, though this only comes into play if the opponent decides to burst. Leads into Holler Again!

Holler Again!
Can't Hear You! > 236P

The final hit of the rekka-style combo; Faust karate-chops the opponent and sends them plummeting to the ground for an untechable knockdown. Faust recovers in the air.

Flaming
Can't Hear You! > 236P (after hitting with coin)

If you had hit the opponent with the coin item earlier in the match, this hit will cause the opponent to catch on fire, where they will bounce off the ground instead of landing. Oissu!

Love
j.236P
GGAC Faust j236P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236P
Love
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
1, 40 All 21 Until bag lands,(14)3 Total 39+5 after landing 2, 3 0 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×2 F 11 12, Launch 30 12, 13 24~25F
GGAC Faust j236P.png
GGACR Faust j236P Hitbox 1.pngGGACR Faust j236P Hitbox 2.png
Bag • Explosion
•2nd hit can hit Faust as well (damage 30)


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
GGAC Faust j236H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236H
Going my Way
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×4 All 7 32 22 +8 5 20×4 8×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/2.40×4 R 18 Launch 21 7
GGAC Faust j236H.png
GGACR Faust j236H Hitbox.png
•Max 4 hits
•If Faust lands in the middle of Going My Way, he has 8F landing recovery
•Listed Frame Adv is for TK Going my Way performed as fast as possible (startup 11F)


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
GGAC Faust 236P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236P
What Could This Be?
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13~ Total 23
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/-
GGAC Faust 236P.png
何が出るかな?
•Faust is in CH state during move
•Item is tossed on 13F


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
GGAC Faust 236S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236S
Souten Enshin Ranbu
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 9 4(4)4 7 +3(-21) 3 10 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/6.00 R 13 Launch 54 + Slide 39 13
GGAC Faust 236S.png
GGACR Faust 236S Hitbox 1.pngGGACR Faust 236S Hitbox 2.pngGGACR Faust 236S Hitbox 3.png
Frames 9-10 • Frames 11-12 • Frames 17-20
•Faust is airborne from 1F onwards, stays airborne during Pogo Stance and during all subsequent follow-up attacks
•Front hit of attack has a startup of 17F
•Getting off the pogo takes 24F
•Frame Adv in brackets is for getting of the Pogo as early as possible
•Faust will automatically get off the pogo if left idle for 180F


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
GGAC Faust PogoMovement.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Small Jump
Pogo > 9

Faust hops forward a bit while on the pogo. It is not an attack, but can help position for some combos or keep a position if the opponent is respecting the pogo stance. If you press D during the hop, Faust will perform an attack similar to j.236D, which can lead to a full combo.

Backwards
Pogo > 44

Faust smacks backwards and moves back a little. If you crossed up your opponent with a j.236D, this can hit your opponent, and Faust will also readjust himself to face the opponent. Has invincible startup, and will put Faust's hitbox back a bit, so it can be used to avoid some moves and reversals while on the pogo.

Forwards
Pogo > 66

Faust goes for a second helping of SMACK, but it has no special properties besides being crazy fast. You can use it if you think they are trying to move, but know that it's prone to being dp'ed. Also has no really combo follow up on it's own, so it isn't too rewarding. Will move Faust forward which can help position other attacks.

Pogo Attacks
Pogo Attacks
Various commands on Pogo
GGACR Faust PogoAttacks1.png
GGACR Faust PogoAttacks2.png
GGACR Faust PogoAttacks3.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Growing Flower
Pogo > K

Cleanly beats air-to-airs if timed correctly, but not too much else. has a short bit of strike invincibility.

I'm a Flower. Get it? A Flower?
Pogo > S

A flower suddenly pops out of the ground some distance away. It hits low and launches the opponent in the air for an easy follow-up. can catch opponents trying to move after 236S, but use can be predictable. Can continue a combo after 236S if used close to the corner and leads to "Going My Way".

Rubber Neck
Pogo > P

Hits overhead and is positive on block. Won't hit some crouching opponents, and requires the opponent to be close. Also used for some combos on the pogo.

What Could This Be? (Pogo)
Pogo > D

Pogo version of the item throw. Slightly faster than the ground version, but functionally identical.

Going My Way (Pogo)
Pogo > H

Going My Way off of the pogo. Very negative, so either use as a combo ender, or RC/FRC the move after the the last hit (frames 41-46) to continue pressure.

Hack n' Slash
214H
GGAC Faust 214H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214H
Hack n' Slash
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15×8 Air FD (100 pixels) 5 48 12 3 6×8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/0.60×8 R 13 13×7, Launch 30×7, 60 0
GGAC Faust 214H.png
Not a real command grab, weak to burst
GGACR Faust 214H Hitbox.png
First hitbox
Total 12 unique hitboxes
•If the opponent is within range and can be thrown on 1F, Faust starts the attack (total animation 64F, Faust is in CH state during move)
•Otherwise Faust performs a whiffed grab animation (total animation 34F)


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
GGAC Faust 214P 1.png
But I want to be sure when I walk out that door
GGAC Faust 214P 2.png
P version comes from the front
GGAC Faust 214P 3.png
K version comes from behind
GGAC Faust 214P 4.png
S version comes from above
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P


214P
From the Front
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 All 51 1 30 -17 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/3.60 21~32F Strike
33~44F All
RF 13 Launch 22 + WBounce 13 48~50F
GGAC Faust 214P 1.pngGGAC Faust 214P 2.png
• P version comes from the front
GGACR Faust 214P Hitbox.png
Side
•Untechable on CH for 120F

Faust hides under a rug, and teleports to a door in front/behind the opponent. All meterless versions of 214(input) can be avoided by jumping forward and blocking back, though good use of items may prevent them from doing so. There is an FRC timing on frames 49-51 (right after Faust reappears) which can be used to perform a mix-up/Mettagiri immediately after the teleport, or to make the teleport safe. In some instances you can use the back version of the door to avoid pressure, or to get out of the corner, especially with the FRC, but never rely on it.

P version appears in front of the opponent.

K


214K
From Behind
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 All 51 1 30 -17 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/3.60 21~32F Strike
33~44F All
RF 13 Launch 22 + WBounce 13 48~50F
GGAC Faust 214P 3.png
K version comes from behind
GGACR Faust 214P Hitbox.png
Side
•Untechable on CH for 120F
•Can cancel into FB From Behind from 22~34F

Appears behind the opponent.

S


214S
From Above
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 High 47 20 26+6 after landing 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/3.60 21~32F, 47~47F Strike
33~42F All
RF 13 Launch 60 13 21~22F, 14~17F after bounce
GGAC Faust 214P 4.png
S version comes from above
GGACR Faust 214S Hitbox.png
Above
•Groundbounces on CH (untechable for 82F)
•2nd FRC restores jump options
•Startup of 63F to hit a crouching opponent (tested on Sol)

This version will cause Faust to appear from the sky and do a diving attack that hits overhead. Faust does a flipping animation after it hits, and can be easily punished even after landing. Worse than the door, but has two different FRC points: one before Faust finishes hiding under the rug (frames 21-22), and 14-17 frames after Faust bounces off the opponent to make the move relatively safe.

Chouhatsu (Kao FLASH!)
Taunt
GGAC Faust Taunt.png

GGXXACPR Faust R-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Taunt
Chouhatsu (Kao FLASH!)
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0 FD 49 98 24 1 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 9 10 10 11
GGAC Faust Taunt.png
"Face FLASH!"
GGXXACPR Faust R-Hitbox.png
•Can be canceled into anything other than movement or blocking from 62F onwards


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
GGXXACR Faust Food.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Donut


Donut
Donut
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Heals 30 53 [51] 216
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGXXACR Faust Food.png
•What Could This Be? cannot be performed again as long as a Donut is out

Heals some HP, but nothing else. You cannot use other items while it is out, so you don't really want to see this.

Chocolate


Chocolate
Chocolate
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
53 [51] 216
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
gain 16.00
GGXXACR Faust Food.png
•What Could This Be? cannot be performed again as long as a Chocolate is out

Like the donuts, but gives a slight bit of tension. Don't give in to the sugar addiction! Though if your opponent is a chocolate addict, there is some yomi involved with punishing them for trying to take it.

Chikuwa


Chikuwa
Chikuwa
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Heals 15 53 [51] 216
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
gain 12.00
GGXXACR Faust Food.png
•Raises Tension Pulse to max
•What Could This Be? cannot be performed again as long as a Chikuwa is out

Heals some HP, and maxes tension pulse.

Hammer
Hammer
GGXXACR Faust Hammer.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Hammer
Hammer
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 All 13 [9] 43 [45] 5 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20 90% 18 19 18 15
GGXXACR Faust Hammer.png
GGACR Faust Hammer Hitbox.png
•Dizzy modifier x2
•What Could This Be? cannot be performed again until Hammer hits or disappears


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
GGXXACR Faust Dumbell.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dumbbell
Dumbbell
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 13 40 5 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20 90% 25 Launch 50 15
GGXXACR Faust Dumbell.png
GGACR Faust Dumbbell Hitbox.png
•Blows back opponent on hit
•Dizzy modifier x2


Faust throws out a dumbbell that has a hitbox until it hits the ground.

Coin
Coin
GGXXACR Faust Coin.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Coin
Coin
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 13 [9] 169 [171] 3 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20 13 14 14 7
GGXXACR Faust Coin.png
GGACR Faust Coin Hitbox.png
•What Could This Be? cannot be used again until coin disappears
•Coin disappears 42F after being on the ground, or 26F after hit or block
•On hit, the next Holler Again! becomes a Flaming Holler Again! instead


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
GGXXACR Faust Bomb.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Bomb
Bomb
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
80 All 134 [132] 12 5 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
18 Launch 120 15
GGXXACR Faust Bomb.png
GGACR Faust Bomb Hitbox.png
Scales with sprite
•Chip damage x2
•Bomb explosion can hit Faust too
•What Could This Be? becomes usable again 2F before the bomb explodes


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
GGXXACPR Chibis.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Chibi Faust


Chibi Faust
Chibi Faust
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 39 [35] 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20 13 14 14 13
GGXXACPR Chibis.png
The squad
GGACR Faust Chibi Hitbox 1.pngGGACR Faust Chibi Hitbox 2.png
Falling • On the ground
•Chibi Faust is fully invincible while falling
•Chibi Faust can nullify projectiles after landing
•What Could This Be? cannot be performed again until Chibi Faust hits the opponent or lands on the ground

Faust throws an adorable mini-version of himself that will crawl along the ground after he lands and will hit the opponent once. This version will float downward in a simple angle. All of the chibi-characters Faust throws creates useful oki situations, and you can expect the opponent to try to go over them, so predict this and punish their jump attempts. If they want to block it then you can go for a mixup before it hits, but don't let them stuff you with a reversal, as some opponents are prone to try.

All chibis are invincible in the air until they land.

Chibi Robo-Ky


Chibi Robo-Ky
Chibi Robo-Ky
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 39 [35] 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20 13 14 14 13
GGXXACPR Chibis.png
GGACR Faust Chibi Hitbox 1.pngGGACR Faust Chibi Hitbox 2.png
•Chibi Robo-Ky is fully invincible while falling
•Chibi Robo-Ky can nullify projectiles and knock down opponents after landing
•What Could This Be? cannot be performed again until Chibi Robo-Ky hits the opponent or lands on the ground
•Removes OTG state on hit

See notes on Chibi Faust; Robo-ky is effectively similar, but will float side to side as he is falling. Controls the air a little better, so follow him, and he will create similar yomi situations to mini-Faust when he lands.

Will also change direction upon landing to whichever direction facing the opponent.

Chibi Potemkin


Chibi Potemkin
Chibi Potemkin
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25×3 All 13 [9] 5 0 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20×3 20 19 18 15
GGXXACPR Chibis.png
GGACR Faust Chibi Hitbox 1.pngGGACR Faust Chibi Hitbox 2.png
•Chibi Potemkin is fully invincible while falling
•After touching the opponent, or after nullifying a projectile, Chibi Potemkin is fully invincible for 1-42F, Starts moving forwards again on 43F
•Chibi-Potemkin can hit up to 3 times
•What Could This Be? cannot be performed again until Chibi Potemkin hits the opponent or lands on the ground
•Slams down opponent on hit

The greatest of the chibi-pets, Potemkin will fall quickly and moves very slowly on the ground. Will hit 3 times before he tags out, so expect major pain. The opponent REALLY doesn't want to block this, so most will try to get away as quickly as possible. Use j.H to keep them in their place.

Tarai
Tarai
GGXXACR Faust Tarai.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Wash Pan
Wash Pan
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
44 All See notes Until Landing 5 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20 85% 18 19 18 15
GGXXACR Faust Tarai.png
GGACR Faust Washpan Hitbox.png
•Slams down opponent on air hit
•Dizzy modifier x1.5
•What Could This Be? cannot be performed again until Wash Pan disappears
•Startup of 78F[77F] to hit a standing opponent (tested on Sol)


Also known a washpan.
Faust throws out a washpan that sails up off of the top of the screen, and then falls straight down above the point at which the enemy is standing when the washpan re-enters the screen.

Meteors
Meteors
GGXXACR Faust Meteors.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Meteors
Meteors
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36×6 All 196 [192] 5 20×6 10×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20×6 18 19 18 15
GGXXACR Faust Meteors.png
GGACR Faust Meteors Hitbox.png
•Dizzy modifier x0.5
•Goes through other projectiles
•What Could This Be? cannot be used again until Meteors disappear


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
GGXXACR Faust Poison Vial.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Poison
Poison
item
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 All 89 [86] 50 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.20 11 12 12 6
GGXXACR Faust Poison Vial.png
GGACR Faust Poison Hitbox.png
•Poisons opponent on hit (Poison lasts for 375F)
•What Could This Be? cannot be used again until 10F after the poison appears


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
GGAC Faust 214D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214D
BAM! Outt'a Nowhere
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 High/Air 19 6 12 +1 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
50% 1~8F Below Chest R 18 Launch 30 + GBounce 15
GGAC Faust 214D.png
B O I
GGACR Faust 214D Hitbox 1.pngGGACR Faust 214D Hitbox 2.png
Frames 19-20 • Frames 21-24
•Faust is airborne from 1F onwards
•Hits crouching on 21F
•Faust is in CH state during move
•Faust remains in the air for 4F after the move
•Auto Jump Install


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
GGAC Faust j236D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236D
Rerere no Choutsuki
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 14 Until landing 1 -10 4 14 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
80% R 16 Launch 28 14
GGAC Faust j236D.png
GGACR Faust j236D Hitbox.png
•Faust lands in the Pogo stance after performing this move
•Listed Frame Adv is for a blocked TK Choutsuki performed as fast as possible
•Removes OTG state on hit


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
GGAC Faust Shichousha.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

The followup to Gettin to the Good Part!, Faust pulls out a box bomb and sets it off causing an explosion that will hit both you and the opponent (though Faust can block it). Does more damage than the regular hitgrab chain combo.

FB From Behind
D after 214K
GGAC Faust 214P 3.png
Oh I want to be free
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214K > D
FB From Behind
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 9 1 30 -17 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/0.72 70% 1~8F Strike RF 13 Launch 32 + WBounce 13 6~8F
GGAC Faust 214P 1.pngGGAC Faust 214P 3.png
GGACR Faust 214P Hitbox.png
Same as normal door
•Untechable on CH for 120F


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
GGAC Faust 236P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236P
W-W-What Could This Be?
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
1+6~ Total 46
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~6F Strike
GGAC Faust 236P.png
•Faust is in CH state during move
•Items are tossed on 7F, 17F, 27F and 37F


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
GGAC Faust 236236H.png
the easiest FRC in the game!
GGAC Faust 236236H2.png
Set angel with button. If the opponent picks the angel, they get out for free!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236H
This Week's Yamaban
instantkill
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Fatal All 5+12 4 20 -5 5 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
18 15
GGAC Faust IK.pngGGAC Faust IK2.png
GGACR Faust IK Hitbox.png
•IK Mode activation: 82F


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
GGAC Faust IK.png
GGAC Faust IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

This is about bad as Instant Kills get. Has long horizontal range, but easily low profiled. You can't even hit most dizzied opponents. lame.


Navigation

To edit frame data, edit values in GGACR/Faust/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.