GGReload/Faust

From Dustloop Wiki
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Faust
GGReload Faust Portrait.jpg

Defense Modifier: x1.00

Guts Rating: 0

Weight: Medium (x1.00)

Stun Resistance: 65

Jump Startup: 4F

Backdash Time: 13F / Invul: 1~7F

Wake-Up (Face Up/Down): 36F / 40F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Faust P.png
GGReload Faust K.png
GGReload Faust S.png
GGReload Faust H.png
GGReload Faust D.png
GGReload Faust Start.png
SP
GGReload Faust P(Sp).png
GGReload Faust K(Sp).png
GGReload Faust S(Sp).png
GGReload Faust H(Sp).png
GGReload Faust D(Sp).png
GGReload Faust Start(Sp).png

Overview

Faust is probably one of the most unorthodox characters in the series. He made his first appearance in the first game as Dr. Baldhead before hiding his identity and becoming Dr. Faust from Guilty Gear X onwards.

Although Faust's appearance is bizarre, he's a surprisingly fundamental spacing character that uses abusive normals and random items to keep his opponent at bay. Faust also has a pseudo-command grab (proximity unblockable) and a variety of overheads which, combined with various items, make for a deadly okizeme (post knockdown) game. Faust has both straight-forward combos and game plan which makes him a strong choice for beginners to pick up, while the focus on fundamentals and adaptation means he's also difficult to master.

Strengths and Weaknesses


Strengths Weaknesses
  • Has a strong and unpredictable zoning game with long range normals and random items.
  • Can low profile many jump-ins just by crouching.
  • Faultless Defense Canceling j.2K allows Faust to freely change his trajectory in air, which helps his mixup and zoning game.
  • Has access to many good anti-airs.
  • Many of his pokes have long whiff animations that make him easy to approach if you guess wrong.
  • Has limited options on defense, and no true reversal.
  • Low defense and large hitbox while in hitstun means he dies relatively quickly.
  • Random items can also be a curse, sometimes giving you something nearly useless in a given situation.

Unique Mechanics


Items

Faust is unique in that he possesses a completely random game mechanic! His signature move "What Could This Be?" (236P) throws one out of a series of items at random that could either help him out (such as the adorable Chibi Faust, who floats slowly from the air until he reaches the ground and starts waddling, potentially occupying the opponent's space or interrupting their combos) or even lead him into trouble (his bomb's explosion creates a hitbox that can hit both players, while his food items do nothing but replenish a small amount of health, and can be picked up by the opponent). He can even get combos out of the items! For example, the only way for Faust to combo off a regular hit 6P without spending Tension is to cancel it into 236P and hope that a hammer comes out, allowing for an air followup. Ultimately, it is the items that dictate the pace of the match, as both players need to be ready and adapt to whatever situation they might create. For added chaos, Faust can spend 50 Tension for his "W-W-W-What Could This Be?", which throws 4 items at random.

Drill Cancel

Shortened to FDC Drill, Drill Cancel is a unique mechanic Faust possesses which allows Faust to break his air momentum at any point and begin falling towards the ground. This is an incredibly useful technique that allows Faust to stall in the air, remain unpredictable and avoid anti-airs when jumping, and even do a low to the ground overhead attack by Drill Cancelling just after leaving the ground and using j.K. See the strategy page for details.


Normals

5P
5P
GGAC Faust 5P.png

GGXXACPR Faust 5P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 Mid SJR 6 4 6 +2

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 Guard Cancel Startup Active Recovery Frame Adv.
30 Mid SJR 7 8 9 -3

5K is a staple for anti-airs and leading into air combos, but because it's hitbox is only his leg, it's used almost exclusively for this. It hit's most standing opponents, but completely whiffs on all crouching opponents and even most dashing opponents. On counter hit, 5K will put the opponent in a float state allowing a followup air combo.

Chains/Combos into f.S, cl.S, 5H, 2H, and 2D

c.S
GGAC Faust cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Mid SJR 8 6 6 +2

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.

Chains/Combos into 5P, f.S, 2S, 5H, 2H, and 2D

fS
f.S
GGAC Faust fS.png

GGXXACPR Faust fS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
42 Mid SR 8 6 25 -17

f.S is a decent mid range poke that can be used to safely throw out "236P?" 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
Damage Guard Cancel Startup Active Recovery Frame Adv.
24*3 Mid SR 9 2,2,2 17 -2

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
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 Mid SR 7 3 23 -12

An effective anti air with a great vertical hitbox and above knees invul from frames 1~6 of the startup which helps stuff several jump-ins. Doesn't have good horizontal reach and bad recovery, so use another anti-air if they are further away. Also you can't combo after it without RC, counter-hit or a hammer throw.

Also a notable weakness of the move as a 6P is that it does not carry the invincibility for the full duration of the startup, so jumping attacks that have many active frames will counter-hit it on the 1 frame of vulnerability.

Floats opponent on hit.

6H
GGAC Faust 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
80 High SR 25 9 45 -35

One of Faust's most unique moves, 6H is an overhead with a deceptive animation and 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.

6H is extremely dangerous on whiff but can be special cancelled on block to give it positive frame advantage (with 236P, most notably), or at least safe (with 41236K).

43~57F Low profile.

5D
GGAC Faust 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 High R 26 2 15 -3

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 a period of invincibility during startup, so if your opponent is using a slow or reactable poke of some sort, 5D can be used as a situational punish.

1~11F Strike invul.

2P
GGAC Faust 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Low SR 7 2 7 +1

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. Initial proration 70%.

2K
GGAC Faust 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12*3 Low SJR 7 3,3,6 5 +1

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. All three hits are low and can be jump cancelled. 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). 13~21F Low profile. Initial proration 80%.

2S
GGAC Faust 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SJR 9 9 12 -7

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 isn't a particularly useful move to use outside of pressure strings and combos.

Chains/Combos into 5K, 5H, 2H, 2D. Staggers opponent on CH (max 39F). 1~3F Low profile.

2H
GGAC Faust 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
42 Mid SR 14 2 21 -4

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 236P, or 41236K for a frame trap. Combos into 41236K on counter hit or against crouching opponents.

Chains/Combos into 2P

2D
GGAC Faust 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 Low SJR 13 3 23 -12

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. Cancelling into 236P 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
Damage Guard Cancel Startup Active Recovery Frame Adv.
13 High, Air SR 7 6 6 -

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 Guard Cancel Startup Active Recovery Frame Adv.
20 High, Air SJR 7 5 18 -

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 with j.2K (or Drill Cancel for short) 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
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 High, Air SR 14 3 20 -

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
GGXXACPR Faust jH-2-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 High, Air SR 9 8 12 -

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.

Faust's air combo ender, but it will allow the opponent to tech in the air. Although with Faust's excellent anti-airs and 236P, it's not an altogether bad place for them to be.

j.2K
GGAC Faust j2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
35 All SR 10 Until L 6L -

Commonly 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 cancelled.

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 halt all your air momentum, with all air actions intact. This opens up many tricks and possible attack angles.

On Drill Cancel, 4F landing recovery.

j.D
GGAC Faust jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High, Air SR 13 11 21+4L -

Faust holds the scalpel below him for a bit, which has many active frames and a hitbox right below him, making it an important jump-in, which additionally has the potential to cross-up. Will produce much hitstun on hit, and will even stagger on counter-hit 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.

Staggers opponent on ground CH (max 39F).


Universal Mechanics

Ground Throw
GGAC Faust throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Throw: 45 Pixels R - - - -

Faust clings onto the opponent and licks them, then knocks them down. Gives time to throw an item out, or apply a meaty or 50/50 on their wakeup.

Air Throw
GGAC Faust airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 Throw: 110 Pixels - - - - -

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 Guard Cancel Startup Active Recovery Frame Adv.
25 All R 9 4 20 -10

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. Wall bounces, so it can be useful to use against opponents trying to work themselves out of the corner.

1~16F Full invul. 17~28F Throw invul. 25~32F above knees invul. Wall bounces opponent on hit.


Special Moves

Rerere no Tsuki
Rerere no Tsuki
41236K
GGAC Faust 41236K 1.png
GGAC Faust 41236K 3.png
GGAC Faust 41236K 4.png
GGAC Faust 214D.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Attack
41236K
30 Mid R 21 12 18 -11

Rerere no Tsuki is a hit grab style move that connects on a grounded opponent and leads to follow-up Withdraw 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 the ground after the hit without setting up for the followup.

Withdraw
Rerere -> 4
- - - - - Total 50 +11

Pulls the opponent towards Faust after Rerere no Tsuki. Follows up into "Holler!", which leads to a linear combo that is easy to burst and leads to a hard knockdown.

Holler!
Withdraw -> 236P
30 Mid R 8 3 40 +16

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

Can't Hear You!
Holler! -> 236P
- - - - - Total 26F +45

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
70 F R 44 8 18 -

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.

Love
j.236P
GGAC Faust j236P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
1,40 All F 21 - Total 39+5L -

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
j.236H
GGAC Faust j236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18*4 All R 7 32 30+8L -

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. Knocks down opponent on ground hit.

What Could This Be?
236P
GGAC Faust 236P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - 13~ - Total 23 -

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 Guard Cancel Startup Active Recovery Frame Adv.
44 Mid R 9 4(4)4 7 -6

Faust 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 Pogo -> K or RC 66 2S.

Pogo Movement
Pogo Movement
Pogo -> 66/44
GGReload Faust PogoMovement.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Backwards
Pogo -> 44
40 Mid R 4 3 16 -5

Faust smacks backwards and moves back a little.

Forwards
Pogo -> 66
40 Mid R 4 3 16 -5

Has no special properties besides being crazy fast. Will move Faust forward which can help position other attacks.

Wallbounces opponent on CH.

Pogo Attacks
Pogo Attacks
Various commands on Pogo
GGACR Faust PogoAttacks1.png
GGACR Faust PogoAttacks2.png
GGACR Faust PogoAttacks3.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Growing Flower
Pogo -> K
35 High R 7 6 23 -15

Cleanly beats air-to-airs if timed correctly, but not too much else.

26~34F Upper body invul. Dizzy modifier x2.

I'm a Flower. Get it? A Flower?
Pogo -> S
30 Low R 14 8 19 -13

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 Pogo -> H. Knocks down opponent on CH.

Rubber Neck
Pogo -> P
40 F R 10 3 8 +3

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
- - - 9~ - Total 17 -

Pogo version of the item throw. Slightly faster than the ground version, but functionally identical. Faust is in CH state from 1~16F.

Going My Way (Pogo)
Pogo -> H
16*4 All RF 9 32 49+3L -27

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. Knocks down opponent on ground hit.

Hack n' Slash
214H
GGAC Faust 214H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16*8 F R 5 48 12 -

A proximity unblockable where Faust spins the scalpel near the opponent. 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).

8th hit knocks down opponent. Hitstop 0F. Faust is in CH state during recovery. On whiff, total animation is 34F. Attack only actives if opponent is within throw range on 1F, otherwise does whiff animation.

From the Front/Behind/Above
214P/K/S
GGAC Faust 214P 1.png
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 Guard Cancel Startup Active Recovery Frame Adv.
P 44 All RF 63 1 26 -13

Faust hides under a rug, and teleports to a door in front/behind the opponent. All versions 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 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. 21~42F Strike invul. 43~52F Full invul. 53~57F Lower body invul. Wall bounces opponent on hit.

K 44 All RF 63 1 26 -13

Appears behind the opponent. 21~42F Strike invul. 43~52F Full invul. 53~57F Lower body invul. Wall bounces opponent on hit.

S 38 High R 52 20 17+6L -

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, and has no FRC points, so it is a very committal option unless one wants to spend the 50 tension to RC it on block and make it safe. 21~42F Strike invul. 43~46F Full invul. 47F Struje invul. Knocks down opponent on hit. Slams down opponent on CH.

Chouhatsu (Kao FLASH!)
Taunt
GGAC Faust Taunt.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
0 F R 49 98 24 -

Show them your face, Baldhead! Hard counter to May, but use wisely. No one can know your true self.

Can be cancelled into anything other than blocking from 62F onwards.


Items

Item startup frames written in between square brackets are from "What Could This Be? (Pogo)".

Food
GGReload Faust Food.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - 216 - -

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

Hammer
GGXXACR Faust Hammer.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 All - 13 43 - -

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.

Time Bomb
GGXXACR Faust Bomb.png
Damage Guard Cancel Startup Active Recovery Frame Adv.

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.

Chibi Faust
GGReload Chibi Faust.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All - 39 - - -

Faust throws an adorable mini-version of himself that will crawl along the ground after he lands and will hit the opponent once. Once thrown, it will float downward at an angle angle. Chibi Faust 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.

Invincible in the air until it lands.

Meteors
GGXXACR Faust Meteors.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36*6 All - 196 - - -

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
GGXXACR Faust Poison Vial.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 All - 89 50 - -

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.

Overdrives

W-W-What Could This Be?
236236P
GGAC Faust 236P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - 1+6~ - Total 46 -

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 its 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 Chibi Fausts. 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, as Tension can be more reliably dumped into other things. If you want something really exciting, 236P > 236236P > 236236P is pretty much the best possible thing you can do in a match, especially after a Gold Burst.

1~6F Strike invul. Faust is in CH state during move.

Shigekiteki Zetsumei Ken
236236S
GGAC Faust 236236H.png
GGAC Faust 236236H2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30,X Low RF 11+1 80 66 -46

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, which differs based on the color of the devil. 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.

1~15F Full invul. 16~17F Strike invul. Knocks down opponent on hit. Damage depends on contents of treasure chest. Possible values are 100/150/190, or 10 damage to Faust. Dizzy modifier x0.


Instant Kill

This Week's Yamaban
in IK Mode: 236236H
GGAC Faust IK.png
GGAC Faust IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY All - 5+12 4 20 -5

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

Guilty Gear XX ♯Reload
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc