GGXRD-R2/Faust: Difference between revisions

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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=10 |tension=264 |risc=7 |prorate= |level=1 |guard=Mid
  |damage=10 |tension=264 |risc=7 |prorate= |level=1 |guard=Mid
  |cancel=SJ |roman=YRP |startup=6 |active=4 |recovery=6 |frameAdv=2 |inv= |description=
  |cancel=SJ |roman=YRP |startup=6 |active=4 |recovery=6 |frameAdv=2 |inv=
*1 frame faster than 2P and has good range for a jab. Useful for keeping up pressure, starting combos, and anything else you'd expect a jab to do, but be careful because characters like Sol can 6P it or low-profile it.
|description=*1 frame faster than 2P and has good range for a jab. Useful for keeping up pressure, starting combos, and anything else you'd expect a jab to do, but be careful because characters like Sol can 6P it or low-profile it.
*Jump cancellable
*Jump cancellable
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=SJ |roman=YRP |startup=7 |active=8 |recovery=11 |frameAdv=-5 |inv= |description=
  |cancel=SJ |roman=YRP |startup=7 |active=8 |recovery=11 |frameAdv=-5 |inv=
*An amazing jump-checker and anti-air that can catch IADs or to space against taller characters. Because it has several active frames and recovers quickly it is a great move to keep on hand in neutral, but characters can usually run under it pretty easily.
|description=*An amazing jump-checker and anti-air that can catch IADs or to space against taller characters. Because it has several active frames and recovers quickly it is a great move to keep on hand in neutral, but characters can usually run under it pretty easily.
*Jump cancellable, and knockback/wall-stick on counter hit
*Jump cancellable, and knockback/wall-stick on counter hit
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=30 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=SJ |roman=YRP |startup=8 |active=6 |recovery=6 |frameAdv=2 |inv= |description=
  |cancel=SJ |roman=YRP |startup=8 |active=6 |recovery=6 |frameAdv=2 |inv=
*Usually a segue in gatlings and combos. Can be useful to end pressure on because it's +2 on block, but can strange to use raw because it's input coincides with the much lengthier f.S.
|description=*Usually a segue in gatlings and combos. Can be useful to end pressure on because it's +2 on block, but can strange to use raw because it's input coincides with the much lengthier f.S.
*Jump cancellable, and reverse gatlings to 5P
*Jump cancellable, and reverse gatlings to 5P
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=34 |tension=264 |risc=7 |prorate=Initial: 90% |level=2 |guard=Mid
  |damage=34 |tension=264 |risc=7 |prorate=Initial: 90% |level=2 |guard=Mid
  |cancel=S |roman=YRP |startup=10 |active=4 |recovery=18 |frameAdv=-8 |inv= |description=
  |cancel=S |roman=YRP |startup=10 |active=4 |recovery=18 |frameAdv=-8 |inv=
*Faust's most notorious poke gets even longer in Xrd. Has a long recovery, so watch for jumping and make sure it tags your opponent. Some characters can low profile or 6p it. Despite this, f.S is an absolute staple in Faust's arsenal. Cancelling max range f.S into item throw is a great way to get Faust's game started.   
|description=*Faust's most notorious poke gets even longer in Xrd. Has a long recovery, so watch for jumping and make sure it tags your opponent. Some characters can low profile or 6p it. Despite this, f.S is an absolute staple in Faust's arsenal. Cancelling max range f.S into item throw is a great way to get Faust's game started.   
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=24×3 |tension=384 |risc=6 |prorate= |level=3 |guard=Mid
  |damage=24×3 |tension=384 |risc=6 |prorate= |level=3 |guard=Mid
  |cancel=S |roman=YRP |startup=9 |active=2,2,2 |recovery=17 |frameAdv=-2 |inv= |description=
  |cancel=S |roman=YRP |startup=9 |active=2,2,2 |recovery=17 |frameAdv=-2 |inv=
*Usually just used in combos, it can be an ok midrange poke to use when you are too close for f.S. 5H is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
|description=*Usually just used in combos, it can be an ok midrange poke to use when you are too close for f.S. 5H is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=12 |tension=144 |risc=8 |prorate=70 |level=0 |guard=Low
  |damage=12 |tension=144 |risc=8 |prorate=70 |level=0 |guard=Low
  |cancel=S |roman=YRP |startup=7 |active=2 |recovery=7 |frameAdv=1 |inv= |description=
  |cancel=S |roman=YRP |startup=7 |active=2 |recovery=7 |frameAdv=1 |inv=
*A great little poke with decent range and hits low. It's your fastest low, and can enable frame traps, tick throws, empty jumps, and any other mixup you can think of. Use as often as you can.  
|description=*A great little poke with decent range and hits low. It's your fastest low, and can enable frame traps, tick throws, empty jumps, and any other mixup you can think of. Use as often as you can.  
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=12×3 |tension=264 |risc=7 |prorate=80 |level=1 |guard=Low
  |damage=12×3 |tension=264 |risc=7 |prorate=80 |level=1 |guard=Low
  |cancel=SJ |roman=YRP |startup=7 |active=3,3,6 |recovery=5 |frameAdv=1 |inv= |description=
  |cancel=SJ |roman=YRP |startup=7 |active=3,3,6 |recovery=5 |frameAdv=1 |inv=
*2k has 3 parts that all hit low. It's your best move to use meaty and can be used on occasion as an anti-air. It's the epitome of versatility that really only doesn't function as a poke. Great for frame traps, and links into 2p for a combo.  
|description=*2k has 3 parts that all hit low. It's your best move to use meaty and can be used on occasion as an anti-air. It's the epitome of versatility that really only doesn't function as a poke. Great for frame traps, and links into 2p for a combo.  
*All hits can be jump cancelled.  
*All hits can be jump cancelled.  
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=28 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=SJ |roman=YRP |startup=9 |active=9 |recovery=12 |frameAdv=-7 |inv= |description=
  |cancel=SJ |roman=YRP |startup=9 |active=9 |recovery=12 |frameAdv=-7 |inv=
*An ok anti-air among many great ones, 2S is usually only used in combos, particularly into air combos. It's minus 7 on block, so try not to end pressure with it, and make sure you are in range when you use it.  
|description=*An ok anti-air among many great ones, 2S is usually only used in combos, particularly into air combos. It's minus 7 on block, so try not to end pressure with it, and make sure you are in range when you use it.  
*Jump cancellable
*Jump cancellable
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=40 |tension=384 |risc=6 |prorate= |level=4 |guard=Low
  |damage=40 |tension=384 |risc=6 |prorate= |level=4 |guard=Low
  |cancel=S |roman=YRP |startup=14 |active=2 |recovery=25 |frameAdv=-8 |inv= |description=
  |cancel=S |roman=YRP |startup=14 |active=2 |recovery=25 |frameAdv=-8 |inv=
*Now that 2H hits low, it can be a great toe-checker in corner pressure, but as a poke it still plays second cousin to f.S. Gets good damage in combos, and is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
|description=*Now that 2H hits low, it can be a great toe-checker in corner pressure, but as a poke it still plays second cousin to f.S. Gets good damage in combos, and is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=13 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air
  |damage=13 |tension=144 |risc=8 |prorate= |level=0 |guard=High / Air
  |cancel=CS |roman=YRP |startup=7 |active=6 |recovery=6 |frameAdv= |inv= |description=
  |cancel=CS |roman=YRP |startup=7 |active=6 |recovery=6 |frameAdv= |inv=
*mid-air jab, though j.K usually does j.P's job better. Recovers quickly though, so can be useful as a visual facade to catch opponents with j.H. Can keep your opponent blocking with j.P j.K j.P j.K etc.
|description=*mid-air jab, though j.K usually does j.P's job better. Recovers quickly though, so can be useful as a visual facade to catch opponents with j.H. Can keep your opponent blocking with j.P j.K j.P j.K etc.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=20 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |damage=20 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |cancel=SJ |roman=YRP |startup=7 |active=5 |recovery=18 |frameAdv= |inv= |description=
  |cancel=SJ |roman=YRP |startup=7 |active=5 |recovery=18 |frameAdv= |inv=
*A great jump in, and the button to use after a instant air drill cancel for an overhead(see general strategy).  
|description=*A great jump in, and the button to use after a instant air drill cancel for an overhead(see general strategy).  
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=32 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |damage=32 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |cancel=S |roman=YRP |startup=14 |active=3 |recovery=20 |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=14 |active=3 |recovery=20 |frameAdv= |inv=
*j.S is usually used in combos or can catch people trying to dash in after a drill cancel. No longer has a deadzone under faust, but seems a little smaller.
|description=*j.S is usually used in combos or can catch people trying to dash in after a drill cancel. No longer has a deadzone under faust, but seems a little smaller.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=50 |tension=384 |risc=6 |prorate= |level=3 |guard=High / Air
  |damage=50 |tension=384 |risc=6 |prorate= |level=3 |guard=High / Air
  |cancel=S |roman=YRP |startup=9 |active=8 |recovery=12 |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=9 |active=8 |recovery=12 |frameAdv= |inv=
*An amazing air-to-air zoning tool that hits like a truck to boot. If used with drill cancels, it can keep airdashers at bay, and even tag some grounded opponents.  
|description=*An amazing air-to-air zoning tool that hits like a truck to boot. If used with drill cancels, it can keep airdashers at bay, and even tag some grounded opponents.  
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=40 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |damage=40 |tension=264 |risc=7 |prorate= |level=2 |guard=High / Air
  |cancel=S |roman=YRP |startup=13 |active=11 |recovery=21 / 4 Landing Recovery |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=13 |active=11 |recovery=21 / 4 Landing Recovery |frameAdv= |inv=
*j.D is a great jump-in when directly above your opponent, and has a decent hitbox under Faust that is able to cross-up. It can be cancelled into Going My Way (236H) low to the ground, which can be safe or advantageous. Depending on how much time you have after a knockdown, you can instant air dash > drill cancel > j.D for an ambiguous crossup, and then RC for a mixup/Damage.
|description=*j.D is a great jump-in when directly above your opponent, and has a decent hitbox under Faust that is able to cross-up. It can be cancelled into Going My Way (236H) low to the ground, which can be safe or advantageous. Depending on how much time you have after a knockdown, you can instant air dash > drill cancel > j.D for an ambiguous crossup, and then RC for a mixup/Damage.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=32 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |damage=32 |tension=264 |risc=7 |prorate= |level=2 |guard=Mid
  |cancel=S |roman=YRP |startup=7 |active=3 |recovery=23 |frameAdv=-12 |inv=1~6 Above Knees |description=
  |cancel=S |roman=YRP |startup=7 |active=3 |recovery=23 |frameAdv=-12 |inv=1~6 Above Knees
*Another of many good anti-airs, and the only one blessed with above-knees invuln, but don't rely on it because there is a frame of vulnerability before startup. Always cancel into item throw if you can, because either way it'll lead into a combo (see combo section below).
|description=*Another of many good anti-airs, and the only one blessed with above-knees invuln, but don't rely on it because there is a frame of vulnerability before startup. Always cancel into item throw if you can, because either way it'll lead into a combo (see combo section below).
*Faust is at advantage if this move trades. Can follow up with 5K.
*Faust is at advantage if this move trades. Can follow up with 5K.
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=70 |tension=384 |risc=6 |prorate=Initial: 90% |level=4 |guard=High
  |damage=70 |tension=384 |risc=6 |prorate=Initial: 90% |level=4 |guard=High
  |cancel=S |roman=YRP |startup=25 |active=9 |recovery=45 |frameAdv=-35 |inv= |description=
  |cancel=S |roman=YRP |startup=25 |active=9 |recovery=45 |frameAdv=-35 |inv=
*Deceptive overhead with an odd starting animation that catches many off guard.  
|description=*Deceptive overhead with an odd starting animation that catches many off guard.  
*6H is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as drill cancel j.K. It's a very tempting move to throw out, but be careful because it has huge recovery if whiffed, and can very punishable if not canceled. One of 3 moves that will combo into 236S and if you get a counter hit, 41236K.
*6H is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as drill cancel j.K. It's a very tempting move to throw out, but be careful because it has huge recovery if whiffed, and can very punishable if not canceled. One of 3 moves that will combo into 236S and if you get a counter hit, 41236K.
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=35 |tension=384 |risc=6 |prorate= |level=4 |guard=All
  |damage=35 |tension=384 |risc=6 |prorate= |level=4 |guard=All
  |cancel=S |roman=YRP |startup=12 |active=Until Landing |recovery=4 After Landing / 4 Landing Recovery |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=12 |active=Until Landing |recovery=4 After Landing / 4 Landing Recovery |frameAdv= |inv=
*This move will send faust twirling in a down forward angle at any point of his jump. It's a great move to use in pressure low to the ground, and will produce much hitstun on counter hit for an easy combo. It's also the "drill" in Faust's drill cancel, and it great to use after drill cancel j.K. (must jump cancel into)
|description=*This move will send faust twirling in a down forward angle at any point of his jump. It's a great move to use in pressure low to the ground, and will produce much hitstun on counter hit for an easy combo. It's also the "drill" in Faust's drill cancel, and it great to use after drill cancel j.K. (must jump cancel into)
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=38 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |damage=38 |tension=264 |risc=7 |prorate= |level=2 |guard=Low
  |cancel=SJ |roman=YRP |startup=13 |active=3 |recovery=23 |frameAdv=-12 |inv= |description=
  |cancel=SJ |roman=YRP |startup=13 |active=3 |recovery=23 |frameAdv=-12 |inv=
*As with all other 2Ds it'll knockdown, so it's a good way to start oki. Slightly shorter than 2H so it's a bit less useful as your extended low, but it'll combo after 5P on crouching opponents which is good at certain ranges.  
|description=*As with all other 2Ds it'll knockdown, so it's a good way to start oki. Slightly shorter than 2H so it's a bit less useful as your extended low, but it'll combo after 5P on crouching opponents which is good at certain ranges.  
*Jump Cancellable
*Jump Cancellable
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=25 |tension=264 |risc=20 |prorate=80 |level=2 |guard=High
  |damage=25 |tension=264 |risc=20 |prorate=80 |level=2 |guard=High
  |cancel= |roman=YRP |startup=26 |active=2 |recovery=15 |frameAdv=-3 |inv=1~11 Strike,40~42 Strike |description=
  |cancel= |roman=YRP |startup=26 |active=2 |recovery=15 |frameAdv=-3 |inv=1~11 Strike,40~42 Strike
*The closest thing to a meterless reversal Faust has, but try to only use if you see something with a long whiff recovery. A frame slower than his other grounded overhead; It's shorter, and a bit easier to see, but it doesn't suffer as much recovery on whiff. New to Xrd, Faust can also hit items he throws out for a home-run (knocks item up and off screen) or a bunt (angle varies depending on item and timing).
|description=*The closest thing to a meterless reversal Faust has, but try to only use if you see something with a long whiff recovery. A frame slower than his other grounded overhead; It's shorter, and a bit easier to see, but it doesn't suffer as much recovery on whiff. New to Xrd, Faust can also hit items he throws out for a home-run (knocks item up and off screen) or a bunt (angle varies depending on item and timing).
*1~11 & 40~42 Strike Invuln
*1~11 & 40~42 Strike Invuln
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=0,60 |tension=0 |risc=6,0 |prorate=Forced 65 |level=0,4 |guard=Ground Throw: 78750
  |damage=0,60 |tension=0 |risc=6,0 |prorate=Forced 65 |level=0,4 |guard=Ground Throw: 78750
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=51 |inv= |description=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=51 |inv=
*It's like any other characters throw. Combos into an OTG 2H in the corner or with a micro dash midscreen and can be rapid cancelled for good damage.  
|description=*It's like any other characters throw. Combos into an OTG 2H in the corner or with a micro dash midscreen and can be rapid cancelled for good damage.  
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=0,55 |tension=480 |risc=6,0 |prorate=Forced 65 |level=0 |guard=Air Throw: 192500
  |damage=0,55 |tension=480 |risc=6,0 |prorate=Forced 65 |level=0 |guard=Air Throw: 192500
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv= |description=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv= |inv=
*Has good range for an air throw and is best used when opponents are jumping to avoid items. Since air combos lead to an air tech, you can also try to catch them with this as they recover.  
|description=*Has good range for an air throw and is best used when opponents are jumping to avoid items. Since air combos lead to an air tech, you can also try to catch them with this as they recover.  
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=25 |tension=-5000 / 264 |risc=7 |prorate=50 |level=2 |guard=All
  |damage=25 |tension=-5000 / 264 |risc=7 |prorate=50 |level=2 |guard=All
  |cancel= |roman= |startup=9 |active=4 |recovery=20 |frameAdv=-10 |inv=1~16 Full,17~28 Throw |description=
  |cancel= |roman= |startup=9 |active=4 |recovery=20 |frameAdv=-10 |inv=1~16 Full,17~28 Throw
*Faust's 6P but fully invincible. Since Faust has little in terms of defense, dead angle can be a frugal use of meter.
|description=*Faust's 6P but fully invincible. Since Faust has little in terms of defense, dead angle can be a frugal use of meter.
  }}
  }}
}}
}}
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  |header=no
  |header=no
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=? |description=
  |cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
*List what the move is used for
|description=*List what the move is used for
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
Follow the [[Help:Writing_Character_Pages]] guidelines
Line 407: Line 407:
  |header=no
  |header=no
  |version=Hello Again! |subtitle=Can't Hear You! > 236P |damage=80 |tension=500 / 2400 |risc=6 |prorate= |level=4 |guard=Mid
  |version=Hello Again! |subtitle=Can't Hear You! > 236P |damage=80 |tension=500 / 2400 |risc=6 |prorate= |level=4 |guard=Mid
  |cancel= |roman=YRP |startup=43 |active=8 |recovery=18 |frameAdv= |inv=1~40 Strike |description=
  |cancel= |roman=YRP |startup=43 |active=8 |recovery=18 |frameAdv= |inv=1~40 Strike
*Rerere is great to cancel into after long range pokes since it pushes them back, and leads to good damage if it connects. Despite being negative, it's unpunishable on block. Items might ruin or change the combo, and many players will try to burst after "Pull Back" so be ready to adapt. Also after "Pull Back" you can link a normal for an alternative combo, which can be useful if they hit something on the way over.  
|description=*Rerere is great to cancel into after long range pokes since it pushes them back, and leads to good damage if it connects. Despite being negative, it's unpunishable on block. Items might ruin or change the combo, and many players will try to burst after "Pull Back" so be ready to adapt. Also after "Pull Back" you can link a normal for an alternative combo, which can be useful if they hit something on the way over.  
*Be careful throwing it often, because it has a lengthy recovery on whiff, and can be easily low-profiled or stuffed at full range easily by some characters.
*Be careful throwing it often, because it has a lengthy recovery on whiff, and can be easily low-profiled or stuffed at full range easily by some characters.
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=16×8 |tension=100 / 60 |risc=7 |prorate= |level=2 |guard=Unblockable: 175000
  |damage=16×8 |tension=100 / 60 |risc=7 |prorate= |level=2 |guard=Unblockable: 175000
  |cancel= |roman=YRP |startup=5 |active=48 |recovery=12 |frameAdv= |inv= |description=*Whiff Total 40F
  |cancel= |roman=YRP |startup=5 |active=48 |recovery=12 |frameAdv= |inv=
|description=*Whiff Total 40F
*HackNSlash is a "proximity unblockable" which actually just functions as a handy command grab. The move activates(or whiffs) on the first frame, and will hit the opponent even if they jump. Can be followed into good damage in the corner. Also even though you treat it like a command grab, HackNSlash is burstable.  
*HackNSlash is a "proximity unblockable" which actually just functions as a handy command grab. The move activates(or whiffs) on the first frame, and will hit the opponent even if they jump. Can be followed into good damage in the corner. Also even though you treat it like a command grab, HackNSlash is burstable.  
  }}
  }}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=18×4 |tension=150 / 240 |risc=8 |prorate= |level=4 |guard=All
  |damage=18×4 |tension=150 / 240 |risc=8 |prorate= |level=4 |guard=All
  |cancel= |roman=YRP |startup=11 |active=28 |recovery=8 After Landing |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=11 |active=28 |recovery=8 After Landing |frameAdv= |inv=
Used primarily to cancel into after jump-ins or j.2k for gimmicks and pressure. If you touch the ground in the animation it'll recover quickly, but if the animation finishes in the air it's extremely vulnerable.  
|description=Used primarily to cancel into after jump-ins or j.2k for gimmicks and pressure. If you touch the ground in the animation it'll recover quickly, but if the animation finishes in the air it's extremely vulnerable.  
  }}
  }}
}}
}}
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  |header=no
  |header=no
  |version=Above |subtitle=214S |damage=38 |tension=50 / 360 |risc=7 |prorate= |level=2 |guard=High
  |version=Above |subtitle=214S |damage=38 |tension=50 / 360 |risc=7 |prorate= |level=2 |guard=High
  |cancel= |roman=YRP |startup=52 |active=Until Landing |recovery=32 |frameAdv=-31 |inv=21~42 Strike,43~47 Full, |description=
  |cancel= |roman=YRP |startup=52 |active=Until Landing |recovery=32 |frameAdv=-31 |inv=21~42 Strike,43~47 Full,
*All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping forward and holding back in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits overhead. Where the moves really excel lies in the fact that you can YRC them before or after the teleport. This lets you teleport next to your opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.
|description=*All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping forward and holding back in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits overhead. Where the moves really excel lies in the fact that you can YRC them before or after the teleport. This lets you teleport next to your opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=44 |tension=250 / 600 |risc=10 |prorate= |level=2 |guard=Mid
  |damage=44 |tension=250 / 600 |risc=10 |prorate= |level=2 |guard=Mid
  |cancel= |roman=YRP |startup=17 |active=4 |recovery=7 |frameAdv=3 |inv= |description=
  |cancel= |roman=YRP |startup=17 |active=4 |recovery=7 |frameAdv=3 |inv=
*236S is a core special for combos. The move leaves you in pogo stance, which has a handbag of tricks, but if you aren't in a combo you are extremely vulnerable in this stance.  
|description=*236S is a core special for combos. The move leaves you in pogo stance, which has a handbag of tricks, but if you aren't in a combo you are extremely vulnerable in this stance.  
*Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.
*Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.
*236S will combo after 5H, 2H, and 6H  
*236S will combo after 5H, 2H, and 6H  
Line 507: Line 508:
  |header=no
  |header=no
  |version=Cancel |subtitle=2 |damage= |tension= |risc= |prorate= |level= |guard=
  |version=Cancel |subtitle=2 |damage= |tension= |risc= |prorate= |level= |guard=
  |cancel= |roman=Y |startup= |active= |recovery=Total 24 |frameAdv=-21 |inv= |description=
  |cancel= |roman=Y |startup= |active= |recovery=Total 24 |frameAdv=-21 |inv=
*Forward can be used as an occasional frame trap, but players generally won't tolerate it for long.
|description=*Forward can be used as an occasional frame trap, but players generally won't tolerate it for long.
*Backward helps you avoid some attacks when you are on the pogo, so use if you think they'll dp you or something.
*Backward helps you avoid some attacks when you are on the pogo, so use if you think they'll dp you or something.
*Short hop can bring you closer to the opponent faster than Forward can, and can get you in range for the P and S pogo moves. If you YRC the hop, you have enough space for a j.K which grants you a typical empty jump mixup.
*Short hop can bring you closer to the opponent faster than Forward can, and can get you in range for the P and S pogo moves. If you YRC the hop, you have enough space for a j.K which grants you a typical empty jump mixup.
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  |header=no
  |header=no
  |version=What Could This Be? |subtitle=D |damage= |tension=150 /  |risc= |prorate= |level= |guard=
  |version=What Could This Be? |subtitle=D |damage= |tension=150 /  |risc= |prorate= |level= |guard=
  |cancel= |roman=YR |startup=9 |active= |recovery=Total 17 |frameAdv= |inv= |description=
  |cancel= |roman=YR |startup=9 |active= |recovery=Total 17 |frameAdv= |inv=
*Just a taste(P) can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.
|description=*Just a taste(P) can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.
*If timed well, Growing Flower(K) can sometimes beat out players trying to punish pogo stance with it's 6 frames of strike invuln.  
*If timed well, Growing Flower(K) can sometimes beat out players trying to punish pogo stance with it's 6 frames of strike invuln.  
*I'm a Flower(S) is no longer the staple in corner combos it was in AC, but it still sees rare use. The low in the h/l mixup Faust has on pogo.
*I'm a Flower(S) is no longer the staple in corner combos it was in AC, but it still sees rare use. The low in the h/l mixup Faust has on pogo.
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=1,40 |tension=200 / 120 |risc=7 |prorate= |level=1,2 |guard=All
  |damage=1,40 |tension=200 / 120 |risc=7 |prorate= |level=1,2 |guard=All
  |cancel= |roman=YRP |startup=21 |active=Until Landing (15)3 |recovery=Total 43 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=21 |active=Until Landing (15)3 |recovery=Total 43 |frameAdv= |inv=
*Love is Faust's one reliable projectile, and it covers a decent angle below you. It is vulnerable to run-under against most characters or air-to-airs, so don't throw it out often if they aren't dealing with items.  
|description=*Love is Faust's one reliable projectile, and it covers a decent angle below you. It is vulnerable to run-under against most characters or air-to-airs, so don't throw it out often if they aren't dealing with items.  
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=0 |tension=144 |risc=8 |prorate= |level=0 |guard=Mid
  |damage=0 |tension=144 |risc=8 |prorate= |level=0 |guard=Mid
  |cancel= |roman=YRP |startup=55 |active=92 |recovery=56 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=55 |active=92 |recovery=56 |frameAdv= |inv=
*Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.
|description=*Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage= |tension=150 /  |risc= |prorate= |level= |guard=
  |damage= |tension=150 /  |risc= |prorate= |level= |guard=
  |cancel= |roman=YRP |startup= |active= |recovery=Total 23 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup= |active= |recovery=Total 23 |frameAdv= |inv=
*Faust's notorious item throw, be prepared for whatever item comes out and how your opponent will react to it. Faust's kit revolves around his items, so get as many out as you can.  
|description=*Faust's notorious item throw, be prepared for whatever item comes out and how your opponent will react to it. Faust's kit revolves around his items, so get as many out as you can.  
* Holding P lets Faust throw the item closer to himself and gives a chance to see which item it is. The startup is 25 frames when you do this, and recovers on frame 35.  
* Holding P lets Faust throw the item closer to himself and gives a chance to see which item it is. The startup is 25 frames when you do this, and recovers on frame 35.  
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=16 Heal |tension= |risc= |prorate= |level= |guard=
  |damage=16 Heal |tension= |risc= |prorate= |level= |guard=
  |cancel= |roman= |startup=50 |active=194 |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=50 |active=194 |recovery= |frameAdv= |inv=
*One of Faust's bad items, as the food heals whoever picks it up first. If donut is on the ground you can't throw another item out (without super), so try to play defensive until you can reroll.  
|description=*One of Faust's bad items, as the food heals whoever picks it up first. If donut is on the ground you can't throw another item out (without super), so try to play defensive until you can reroll.  
*Sin gains 1,000 Calories should he pick up Faust's Food.
*Sin gains 1,000 Calories should he pick up Faust's Food.
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=44 |tension=120 |risc=6 |prorate= |level=4 |guard=All
  |damage=44 |tension=120 |risc=6 |prorate= |level=4 |guard=All
  |cancel= |roman= |startup=13 |active=41 |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=13 |active=41 |recovery= |frameAdv= |inv=
*Hammer is a decent item that covers air space just above Faust's 6P range. Will sometimes catch approaching opponents and builds good stun. Also getting a hammer after a 6P hit on an aerial opponent lets you continue a combo meterless.
|description=*Hammer is a decent item that covers air space just above Faust's 6P range. Will sometimes catch approaching opponents and builds good stun. Also getting a hammer after a 6P hit on an aerial opponent lets you continue a combo meterless.
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=25 |tension=120 |risc=7 |prorate= |level=2 |guard=All
  |damage=25 |tension=120 |risc=7 |prorate= |level=2 |guard=All
  |cancel= |roman= |startup=45 |active= |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=45 |active= |recovery= |frameAdv= |inv=
*This should be one of your favorite items. Chibi Faust will float towards the ground, and start marching forward when he lands. It has a hitbox as soon as it starts floating, and it can be beat out by projectiles, but few can even hit it on the ground. Chibi Faust enables Faust's setplay and will either force your opponent on the defensive, or cause him to jump and potentially get caught by an anti-air.   
|description=*This should be one of your favorite items. Chibi Faust will float towards the ground, and start marching forward when he lands. It has a hitbox as soon as it starts floating, and it can be beat out by projectiles, but few can even hit it on the ground. Chibi Faust enables Faust's setplay and will either force your opponent on the defensive, or cause him to jump and potentially get caught by an anti-air.   
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=80 |tension=120 |risc=6 |prorate= |level=4 |guard=All
  |damage=80 |tension=120 |risc=6 |prorate= |level=4 |guard=All
  |cancel= |roman= |startup=131 |active=12 |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=131 |active=12 |recovery= |frameAdv= |inv=
*Bomb has no hitbox until it explodes, and will hurt you and the other guy. Getting the bomb is a good time to take to the sky and try to get an air throw or air-to-air. If they decide to block it on the ground, throw him some love and get some pressure, and if they get hit you get to follow up with a combo. Not a bad item to get
|description=*Bomb has no hitbox until it explodes, and will hurt you and the other guy. Getting the bomb is a good time to take to the sky and try to get an air throw or air-to-air. If they decide to block it on the ground, throw him some love and get some pressure, and if they get hit you get to follow up with a combo. Not a bad item to get
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=36×6 |tension=120 |risc=10 |prorate= |level=4 |guard=All
  |damage=36×6 |tension=120 |risc=10 |prorate= |level=4 |guard=All
  |cancel= |roman= |startup=196~ |active=0 |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=196~ |active=0 |recovery= |frameAdv= |inv=
*After a short delay, meteors fall from the sky towards your opponent. There is some tracking, but if they jump over or run towards you they've probably avoided it. Either way, try to catch them in whatever they are doing, because you have the field.  
|description=*After a short delay, meteors fall from the sky towards your opponent. There is some tracking, but if they jump over or run towards you they've probably avoided it. Either way, try to catch them in whatever they are doing, because you have the field.  
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=10 |tension=120 |risc=7 |prorate= |level=1 |guard=All
  |damage=10 |tension=120 |risc=7 |prorate= |level=1 |guard=All
  |cancel= |roman= |startup=85 |active=50 |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=85 |active=50 |recovery= |frameAdv= |inv=
*Only active after startup, Poison... poisons on hit. It has good vertical reach, and it is great for tick throws because it has minimal blockstun. If they do take the poison, it could be frugal to play the lame game until the poison runs out, because it disappears if they hit you.  
|description=*Only active after startup, Poison... poisons on hit. It has good vertical reach, and it is great for tick throws because it has minimal blockstun. If they do take the poison, it could be frugal to play the lame game until the poison runs out, because it disappears if they hit you.  
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=44,0 |tension=120 |risc=6 |prorate= |level=4 |guard=All,Unblockable
  |damage=44,0 |tension=120 |risc=6 |prorate= |level=4 |guard=All,Unblockable
  |cancel= |roman= |startup=13 |active=43,1 |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=13 |active=43,1 |recovery= |frameAdv= |inv=
*The weight is very similar to the hammer, but drops much quicker and is unblockable for you and your opponent when it hits the ground (still blockable in the air). So jump and see if you can't get an air-to-air. Also getting a weight after a 6P hit on an aerial opponent lets you continue a combo meterless.
|description=*The weight is very similar to the hammer, but drops much quicker and is unblockable for you and your opponent when it hits the ground (still blockable in the air). So jump and see if you can't get an air-to-air. Also getting a weight after a 6P hit on an aerial opponent lets you continue a combo meterless.
  }}
  }}
}}
}}
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  |header=no
  |header=no
  |version=Oil Combustion |subtitle=Set Oil on Fire |damage=80 |tension=120 |risc=6 |prorate= |level=4 |guard=All
  |version=Oil Combustion |subtitle=Set Oil on Fire |damage=80 |tension=120 |risc=6 |prorate= |level=4 |guard=All
  |cancel= |roman= |startup=11 |active=20 |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=11 |active=20 |recovery= |frameAdv= |inv=
*When the oil drum hits the ground oil spills out into a reasonable area. The oil slows movement and causes a slight slide. Any fire-based attack will set it off, and the explosion hits high in the air, and is similar to the bomb in that you get a combo if it hits.
|description=*When the oil drum hits the ground oil spills out into a reasonable area. The oil slows movement and causes a slight slide. Any fire-based attack will set it off, and the explosion hits high in the air, and is similar to the bomb in that you get a combo if it hits.
*The following attacks will set off the oil:
*The following attacks will set off the oil:
     Axl: Artemis Hunter, Sickle Storm
     Axl: Artemis Hunter, Sickle Storm
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=0 |tension=120 |risc=8 |prorate=70 |level=0 |guard=Unblockable
  |damage=0 |tension=120 |risc=8 |prorate=70 |level=0 |guard=Unblockable
  |cancel= |roman= |startup=87 |active=196 |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=87 |active=196 |recovery= |frameAdv= |inv=
*The jump pad will fall to the ground, and will launch either player if they touch it. Also, both players can be launched simultaneously if they are both touching the pad when activated. On hit it'll launch one high into the air in an untechable state. If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics.  
|description=*The jump pad will fall to the ground, and will launch either player if they touch it. Also, both players can be launched simultaneously if they are both touching the pad when activated. On hit it'll launch one high into the air in an untechable state. If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics.  
*If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated.  
*If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated.  
  }}
  }}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage= |tension= |risc= |prorate= |level= |guard=
  |damage= |tension= |risc= |prorate= |level= |guard=
  |cancel= |roman= |startup= |active= |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup= |active= |recovery= |frameAdv= |inv=
*Black hole pulls Faust, the opponent, and any items on the field into it. While this can be useful in a few situations, generally it just forces Faust into close range with their opponent which against some characters can be a very bad thing. Jumping will be abbreviated, and most air combos will fail. You get a few extra combo routes while the black hole is out however, so it isn't altogether bad.  
|description=*Black hole pulls Faust, the opponent, and any items on the field into it. While this can be useful in a few situations, generally it just forces Faust into close range with their opponent which against some characters can be a very bad thing. Jumping will be abbreviated, and most air combos will fail. You get a few extra combo routes while the black hole is out however, so it isn't altogether bad.  
  }}
  }}
}}
}}
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage= |tension= |risc= |prorate= |level= |guard=
  |damage= |tension= |risc= |prorate= |level= |guard=
  |cancel= |roman= |startup=112 |active=425 |recovery= |frameAdv= |inv= |description=
  |cancel= |roman= |startup=112 |active=425 |recovery= |frameAdv= |inv=
*First character to touch it while it's sitting on the ground has the pitch of their voice elevated. No really, that's it.
|description=*First character to touch it while it's sitting on the ground has the pitch of their voice elevated. No really, that's it.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=30,0,Refer to notes |tension=-5000 |risc=6 |prorate= |level=4 |guard=Low
  |damage=30,0,Refer to notes |tension=-5000 |risc=6 |prorate= |level=4 |guard=Low
  |cancel= |roman=YRP |startup=11+1 |active=80 |recovery=66 |frameAdv=-46 |inv=1~15 Full,16~17 Strike |description=
  |cancel= |roman=YRP |startup=11+1 |active=80 |recovery=66 |frameAdv=-46 |inv=1~15 Full,16~17 Strike
*Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100,Reaper(Green):140,Reaper(Purple):180,Angel:Upon Self 10(RISC Level 6)
|description=*Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100,Reaper(Green):140,Reaper(Purple):180,Angel:Upon Self 10(RISC Level 6)
*The button you press will swap the position of the angel to said button. This can be done many times before they are able to pick a cup.  
*The button you press will swap the position of the angel to said button. This can be done many times before they are able to pick a cup.  
*There is a chance an angel pick will be a reaper anyway.  
*There is a chance an angel pick will be a reaper anyway.  
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  |header=no
  |header=no
  |version=100% |subtitle=236236236P |damage= |tension=-10000 |risc= |prorate= |level= |guard=
  |version=100% |subtitle=236236236P |damage= |tension=-10000 |risc= |prorate= |level= |guard=
  |cancel= |roman= |startup= |active= |recovery=Total 51(Super Freeze 1) |frameAdv= |inv=1~6 Strike |description=*Normal Version Item startup at 7,17,27,42 (throws items)
  |cancel= |roman= |startup= |active= |recovery=Total 51(Super Freeze 1) |frameAdv= |inv=1~6 Strike
|description=*Normal Version Item startup at 7,17,27,42 (throws items)
*100% Version Item startup at 4,8,12,16,20,24,28,32,36,40 (throws LOTS of items)
*100% Version Item startup at 4,8,12,16,20,24,28,32,36,40 (throws LOTS of items)
*Faust generally uses meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use one.  
*Faust generally uses meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use one.  
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=DESTROY |tension= |risc=6 |prorate= |level=3 |guard=All
  |damage=DESTROY |tension= |risc=6 |prorate= |level=3 |guard=All
  |cancel= |roman= |startup=9+8[5+5] |active=6 |recovery=31 |frameAdv=-20 |inv=9~22 Full[5~15 Full] |description=*[ ] Indicates during Hell Fire
  |cancel= |roman= |startup=9+8[5+5] |active=6 |recovery=31 |frameAdv=-20 |inv=9~22 Full[5~15 Full]
|description=*[ ] Indicates during Hell Fire
*Uses the animation of his c.S.
*Uses the animation of his c.S.
*Give them the makeover of their dreams. (but really, don't use this unless you have a way to combo into it. or they are stunned)
*Give them the makeover of their dreams. (but really, don't use this unless you have a way to combo into it. or they are stunned)

Revision as of 00:25, 11 August 2017

Faust
GGXRD-R Faust Portrait.png
Defense Modifier: x1.00

Guts Rating: 0
Weight: Medium
Stun Resistance: 65
Prejump:
Backdash Time 13F / Invul: 1-7F
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
  

Overview

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 command grab (proximity unblockable) and a variety of overheads which, combined with various items, make for a deadly oki(post knockdown) game. Faust has both straight-forward combos and game plan which makes him a strong choice for beginners to pick up, while the focus on fundamentals means he's also difficult to master.

Strengths

  • Great range on many normals
  • Random items keeps opponent guessing
  • Strong mix up with an instant overhead, proximity unblockable, multi-hit jump cancellable low
  • Strong pressure with most moves being jump cancellable, huge blockstun on drill kick and corner control using anti-airs and items
  • Very strong anti-air and air-to-air attacks
  • Invincible 5D combined with YRC
  • Weird hitbox
  • Has a crawl to low profile

Weaknesses

  • Average defense and large hitbox in hitstun means he dies relatively quickly
  • Random items lead to inconsistent reward
  • Has limited options on defense such as:
  • His fastest normal has 6 frames of start up, which is 1 frame more than the average character
  • Slow airdash makes it hard to escape the corner and zoning
  • Long wake up time
  • Longer range attacks suffer lengthy recoveries and many can be low profiled easily


Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

Normal Moves

5P
5P
GGXRD Faust 5P.png
10 Mid 6 4 6 - -
5K
5K
GGXRD Faust 5K.png
30 Mid 7 8 11 - -
c.S
c.S
GGXRD Faust c.S.png
30 Mid 8 6 6 - -
f.S
f.S
GGXRD Faust f.S.png
34 Mid 10 4 18 - -
5H
5H
GGXRD Faust 5H.png
24×3 Mid 9 2,2,2 17 - -
2P
2P
GGXRD Faust 2P.png
12 Low 7 2 7 - -
2K
2K
GGXRD Faust 2K.png
12×3 Low 7 3,3,6 5 - -
2S
2S
GGXRD Faust 2S.png
28 Mid 9 9 12 - -
2H
2H
GGXRD Faust 2H.png
40 Low 14 2 25 - -
j.P
j.P
GGXRD Faust j.P.png
13 High / Air 7 6 6 - -
j.K
j.K
GGXRD Faust j.K.png
20 High / Air 7 5 18 - -
j.S
j.S
GGXRD Faust j.S.png
32 High / Air 14 3 20 - -
j.H
j.H
GGXRD Faust j.H.png
50 High / Air 9 8 12 - -
j.D
j.D
GGXRD Faust j.D.png
40 High / Air 13 11 21 / 4 Landing Recovery - -
6P
6P
GGXRD Faust 6P.png
32 Mid 7 3 23 - -
6H
6H
GGXRD Faust 6H.png
Might as well be unblockable.
70 High 25 9 45 - -
j.2K
j.2K
GGXRD Faust j.2K.png
35 All 12 Until Landing 4 After Landing / 4 Landing Recovery - -
2D
2D
GGXRD Faust 2D.png
Surprise!
38 Low 13 3 23 - -
5D
5D
GGXRD Faust 5D.png
25 High 26 2 15 - -


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Faust GroundThrow.png
0,60 Ground Throw: 78750 1 - -
Air Throw
Air Throw
GGXRD Faust AirThrow.png
0,55 Air Throw: 192500 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Faust 6P.png
25 All 9 4 20 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Faust BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Rerere Thrust
Rerere Thrust
41236K
GGXRD Faust Rerere.png
GGXRD Faust Hello.png
GGXRD Faust HelloAgain.png
20 Mid 21 12 18 - - - - 40 Mid 7 12 12 - - Total 32 - - 80 Mid 43 8 18 - -
Hack n' Slash
Hack n' Slash
214H
GGXRD Faust HackNSlash.png
16×8 Unblockable: 175000 5 48 12 - -
Going My Way
Going My Way
j.236H
GGXRD Faust GoingMyWay.png
GOOOINNG MYY WAAAAAAAAY!
18×4 All 11 28 8 After Landing - -
From the Front/Behind/Above
From the Front/Behind/Above
214P/K/S
GGXRD Faust FromThe.png
GGXRD Faust FromThe2.png
44 All 63 2 25 - - 44 All 63 2 25 - - 38 High 52 Until Landing 32 - -
Spear Point Centripetal Dance
Spear Point Centripetal Dance
236S
GGXRD Faust SpearPointCentripetalDance.png
44 Mid 17 4 7 - -
Pogo Movement
Pogo Movement
Various commands on Pogo
GGXRD Faust PogoMovement.png
GGXRD Faust DoctorCopter.png
40 Mid 4 3 16 - - 24 Mid 4 3 16 - - Total 16 - - 20×n All 21 68 25 - - Total 24 - -
Pogo Attacks
Pogo Attacks
Various commands on Pogo
GGXRD Faust PogoAttacks1.png
Flowers can be charged by holding the button
GGXRD Faust PogoAttacks2.png
GGXRD Faust PogoAttacks3.png
32 High 10 3 8 - - 36 Mid 7 6 23 - - 52 Mid 24 10 23 - - 36 Low 16 2 7 - - 48 Low 32 10 7 - - 12×4 All 13 28 23+3 After Landing - - 9 Total 17 - -
Love
Love
j.236P
GGXRD Faust Love.png
1,40 All 21 Until Landing (15)3 Total 43 - -
Taunt (Face FLASH!)
Taunt (Face FLASH!)
Taunt
GGXRD Faust Taunt.png
0 Mid 55 92 56 - -
What Could This Be?
What Could This Be?
236P
GGXRD Faust WhatCouldThisBe.png
Total 23 - -


Items

Food
Food
GGXRD Faust Donut.png
16 Heal 50 194 - -
Hammer
Hammer
GGXRD Faust Hammer.png
44 All 13 41 - -
Chibi Faust
Chibi Faust
GGXRD Faust ChibiFaust.png
25 All 45 - -
Bomb
Bomb
GGXRD Faust Bomb.png
80 All 131 12 - -
Meteors
Meteors
GGXRD Faust Meteors.png
36×6 All 196~ 0 - -
Poison
Poison
GGXRD Faust Poison.png
10 All 85 50 - -
100 Ton Weight
100 Ton Weight
GGXRD Faust 100TonWeight.png
44,0 All,Unblockable 13 43,1 - -
Drum Can
Drum Can
GGXRD Faust DrumCan.png
GGXRD Faust OilCombustion.png
- - 80 All 11 20 - -
Jump Pad
Jump Pad
GGXRD Faust JumpPad.png
0 Unblockable 87 196 - -
Black Hole
Black Hole
GGXRD Faust BlackHole.png
- -
Helium Gas
Helium Gas
GGXRD Faust HeliumGas.png
The dictionary definition of broken
112 425 - -


Overdrives

Stimulating Fists of Annihilation
Stimulating Fists of Annihilation
236236S
GGXRD Faust StimulatingFists1.png
GGXRD Faust StimulatingFists2.png
GGXRD Faust StimulatingFists3.png
30,0,Refer to notes Low 11+1 80 66 - -
W-W-What Could This Be?
W-W-What Could This Be?
236236P
GGXRD Faust W-W-WhatCouldThisBe.png
Total 46(Super Freeze 1) - - Total 51(Super Freeze 1) - -


Instant Kill

This is...me?
in IK mode: 236236H
GGXRD Faust ThisIsMe.png
GGXRD Faust ThisIsMe2.png
DESTROY All 9+8[5+5] 6 31 - -



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