GGXRD-R2/Faust: Difference between revisions

From Dustloop Wiki
(→‎Batting Items: spelling corrections, cleanup for clarity)
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==Items==
==Items==
======<font style="visibility:hidden" size="0">Batting Items</font>======
{{MoveData
|name=Batting Items
|input=236P > wait for reach > 5D
|image=GGXRD_Faust_WhatCouldThisBe.png
|image2=GGXRD_Faust_5D.png
|caption=
|data=
{{AttackData-GGXRD-R2
|damage=item dependent|tension=  |risc= |prorate= |level= |guard=item dependent
|cancel= |roman=YRP |startup= |active= |recovery= |frameAdv= |inv=
|description=*Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his 5D move while they are in the air.
*Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary. The far point of the bat seems to give the highest velocity and an approximate 20° angle - the closer, the higher and slower the throw will be.
*All items Faust creates can be thrown this way, except for Meteors and Big Meteor.
*Batted items have the same hitboxes, damage, and recovery that they normally do (see below).
*You can't "force feed" someone by throwing them food this way. The food item will simply pass through the other character and won't be consumable until it reaches the ground.
*Because of the item toss angle, most items can't be batted unless you do the charged version (236[P]). Items you can bat either way are the mini Fausts, Black Hole, Helium Gas, and Drum Can.
*Batting items is more silly than useful, though it can take opponents off guard. '''Most of the time it won't be optimal!'''
**As an example, mini Faust will be much more useful walking on the ground than being a projectile. Its ground presence hampers your opponent, reducing the space accessible to them. Batting it only improves your aggressive potential short term, but would actively reduce your screen control in the long term.
}}
}}


''Each item's recovery refers to when you are able to throw another.''
General Item Notes:
*Each item's recovery refers to when you are able to throw another.
*New to Rev 2, some items have Jackpot versions, which are generally more powerful and have different properties than their normal versions. Whenever you would throw the normal version, it has a small chance of being the Jackpot version instead.


======<font style="visibility:hidden" size="0">Food</font>======
======<font style="visibility:hidden" size="0">Food</font>======
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{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=16 [48] Heal |tension= |risc= |prorate= |level= |guard=
  |damage=16 [48] Heal |tension= |risc= |prorate= |level= |guard=
  |cancel= |roman= |startup=50 |active=194 |recovery=on disappearing |frameAdv= |inv=
  |cancel= |roman= |startup=50 |active=194 |recovery=on pickup or expiring |frameAdv= |inv=
  |description=*One of Faust's bad items, as the food heals whoever picks it up first. If any food is on the ground you can't throw another item out (without super), so try to play defensive until you can reroll.  
  |description=*Some of Faust's bad items, as the food heals whoever picks it up first. If any food is on the ground you can't throw another item out (without super), so try to play defensive until you can reroll.
*The box of donuts and golden chocolate bar are the Jackpot versions of the normal donut and chocolate bar. They heal for 48 instead of 16, and the golden chocolate bar also increases tension gain.
*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=on disappearing |frameAdv= |inv=
  |cancel= |roman= |startup=13 |active=41 |recovery=on hit, block, or landing |frameAdv= |inv=
  |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.
  |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=44 |guard=All
  |damage=44 |guard=All
  |startup=13 |active=41 |recovery=on disappearing |frameAdv=
  |startup=13 |active=41 |recovery=on hit, block, or landing |frameAdv=
  |description=
  |description=
*Same as normal hammer but does 50% more stun
*Jackpot version of normal hammer. Does 50% more stun.
*One counter hit from this item plus basically any combo is enough to stun Dizzy and Raven.
}}
}}
}}
}}


======<font style="visibility:hidden" size="0">Chibi Faust</font>======
======<font style="visibility:hidden" size="0">Mini / Chibi Faust</font>======
{{MoveData
{{MoveData
|name=Chibi Faust
|name=Mini / Chibi Faust
|image=GGXRD_Faust_ChibiFaust.png
|image=GGXRD_Faust_ChibiFaust.png
|caption=
|caption=
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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=on landing |frameAdv= |inv=
  |cancel= |roman= |startup=45 |active= |recovery=on hit, block, or landing |frameAdv= |inv=
  |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.
  |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=25 |guard=All
  |damage=25 |guard=All
  |startup=45 |active= |recovery=on landing |frameAdv=
  |startup=45 |active= |recovery=on hit, block, or landing |frameAdv=
  |description=
  |description=
*List what the move is used for
*Jackpot version of mini Faust. Same damage and behavior, but much bigger.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Larger hitbox and hurtbox makes it harder for opponents to avoid, but easier to destroy with projectiles.
Follow the [[Help:Writing_Character_Pages]] guidelines
**For example, Ky's Stun Edge will trade with this, whereas it harmlessly passes over mini Faust.
}}
}}
}}
}}
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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=on disappearing |frameAdv= |inv=
  |cancel= |roman= |startup=131 |active=12 |recovery=on exploding |frameAdv= |inv=
  |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.
  |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, get pressure by throwing love or airdashing over their head for a crossup, 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=80 |guard=All
  |damage=80 |guard=All
  |startup=192 |active=12 |recovery=on disappearing (to test) |frameAdv=
  |startup=192 |active=12 |recovery=on exploding |frameAdv=
  |description=
  |description=
*Similar to normal bomb, except rather than exploding on the ground, it flies into the air and detonates into, well fireworks.
*Jackpot version of normal bomb.
Follow the [[Help:Writing_Character_Pages]] guidelines
*Instead exploding on the ground, it flies into the air and detonates into, well fireworks.
*It becomes active a full second after regular bomb, so you can't use the same setups or combos.
*Faust can low profile the explosion by forward crawling. Pressing any button will get you hit, though.
}}
}}
}}
}}
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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=on disappearing |frameAdv= |inv=
  |cancel= |roman= |startup=196~ |active=0 |recovery=on impact |frameAdv= |inv=
  |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.  
  |description=*After a short delay, meteors fall from the sky towards your opponent. They will always fall toward the position on the screen (not stage) where your opponent was when you threw the item, though there is some random spread to the projectiles. If your opponent makes it to the other side of 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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{{MoveData
{{MoveData
|image=GGXRD-R2_Faust_BigMeteor.png
|image=GGXRD-R2_Faust_BigMeteor.png
|caption=
|caption=Black Materia Meteor
|name=Big Meteor
|name=Big Meteor
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=36×7 |guard=All
  |damage=36×7 |guard=All
  |startup=196~ |active= |recovery=on disappearing |frameAdv=
  |startup=196~ |active= |recovery=on impact|frameAdv=
  |description=
  |description=
*List what the move is used for
*Jackpot version of normal meteors.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking.
Follow the [[Help:Writing_Character_Pages]] guidelines
*If your opponent blocks it on the ground, it will completely obscure you and you can do any high/low mixup you like.
*The correct response from your opponent to this is to block it in the air. If they do, be ready to catch them with an anti-air or air throw after the impact.
}}
}}
}}
}}
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  |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=on landing |frameAdv= |inv=
  |cancel= |roman= |startup=85 |active=50 |recovery=on landing |frameAdv= |inv=
  |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.
  |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.
*Due to characters' [[GGACR/Damage#Guts|Guts]] property, poison damages are much more effective on low health percentages.
*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 with an attack, throw, or burst.
*Due to characters' [[GGACR/Damage#Guts|Guts]] property, poison damage is much more effective on lower health percentages.
  }}
  }}
}}
}}
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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=on disappearing |frameAdv= |inv=
  |cancel= |roman= |startup=13 |active=43,1 |recovery=on landing |frameAdv= |inv=
  |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.
  |description=*The weight is very similar to the hammer, but drops much quicker. 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.
*When the Weight hits the ground, any character that touches the ground is swept (no damage taken though).
*When the Weight hits the ground, any character that is on the ground takes an unblockable knockdown for no damage. You can avoid this by jumping, backdashing, or with the invuln on 5D's startup.
  }}
  }}
}}
}}
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  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=44, 0 |guard=All, Unblockable
  |damage=44, 0 |guard=All, Unblockable
  |startup=13 |active=43, 1 |recovery=on disappearing |frameAdv=
  |startup=13 |active=43, 1 |recovery=on landing |frameAdv=
  |description=
  |description=
*List what the move is used for
*Jackpot version of 100 ton weight.
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Acts similarly to 100 ton weight, but hits twice in the air (on the way up and on the way down) and does an air knockdown if it hits in the air.  
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}
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  |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.
  |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.
*While Drum Can's barrel exist you can't throw another item out (without super).  
*While Drum Can's barrel exist you can't throw another item out (without super).  
*The following attacks will set off the oil:
*Any fire-based attack will set off the oil explosion. For example:
     Axl: Artemis Hunter, Sickle Storm
     Axl: Artemis Hunter, Sickle Storm
     Dizzy: For searing cod..., For roasting chestnuts..., Imperial Ray
     Dizzy: For searing cod..., For roasting chestnuts..., Imperial Ray
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  |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.  
  |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.  
*The hit from Jump Pad can be blitzed.
  }}
  }}
}}
}}
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}}
}}
<br clear=all/>
<br clear=all/>
======<font style="visibility:hidden" size="0">Batting Items</font>======
{{MoveData
|name=Batting Items
|input=236P > wait for reach > 5D
|image=GGXRD_Faust_WhatCouldThisBe.png
|image2=GGXRD_Faust_5D.png
|caption=
|data=
{{AttackData-GGXRD-R2
|damage=item dependent|tension=  |risc= |prorate= |level= |guard=item dependent
|cancel= |roman=YRP |startup= |active= |recovery= |frameAdv= |inv=
|description=*Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his 5D move while they are in the air.
*Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary. The far point of the bat seems to give the highest velocity and an approximate 20° angle - the closer, the higher and slower the throw will be.
*All items Faust creates can be thrown this way, except for Meteors and Big Meteor.
*Batted items have the same hitboxes, damage, and recovery that they normally do.
*You can't "force feed" someone by throwing them food this way. The food item will simply pass through the other character and won't be consumable until it reaches the ground.
*Because of the item toss angle, most items can't be batted unless you do the charged version (236[P]). Items you can bat either way are the mini Fausts, Black Hole, Helium Gas, and Drum Can.
*Batting items is more silly than useful, though it can take opponents off guard. '''Most of the time it won't be optimal!'''
**As an example, mini Faust will be much more useful walking on the ground than being a projectile. Its ground presence hampers your opponent, reducing the space accessible to them. Batting it only improves your aggressive potential short term, but would actively reduce your screen control in the long term.
}}
}}


==Overdrives==
==Overdrives==

Revision as of 19:24, 6 January 2018

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/Weaknesses

Strengths Weaknesses
  • 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
  • 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 11 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
The foot!
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
item dependant item dependant Total 23 - -


Items

General Item Notes:

  • Each item's recovery refers to when you are able to throw another.
  • New to Rev 2, some items have Jackpot versions, which are generally more powerful and have different properties than their normal versions. Whenever you would throw the normal version, it has a small chance of being the Jackpot version instead.
Food
Food
GGXRD Faust Donut.png
GGXRD-R2 Faust BigFood.png
16 [48] Heal 50 194 on pickup or expiring - -
Hammer
Hammer
GGXRD Faust Hammer.png
44 All 13 41 on hit, block, or landing - -
Gold Hammer
Gold Hammer
GGXRD-R2 Faust GoldHammer.png
44 All 13 41 on hit, block, or landing - -
Mini / Chibi Faust
Mini / Chibi Faust
GGXRD Faust ChibiFaust.png
25 All 45 on hit, block, or landing - -
Big Faust
Big Faust
GGXRD-R2 Faust BigFaust.png
25 All 45 on hit, block, or landing - -
Bomb
Bomb
GGXRD Faust Bomb.png
80 All 131 12 on exploding - -
Fireworks
Fireworks
GGXRD-R2 Faust Fireworks.png
80 All 192 12 on exploding - -
Meteors
Meteors
GGXRD Faust Meteors.png
36×6 All 196~ 0 on impact - -
Big Meteor
Big Meteor
GGXRD-R2 Faust BigMeteor.png
Black Materia Meteor
36×7 All 196~ on impact - -
Poison
Poison
GGXRD Faust Poison.png
10 All 85 50 on landing - -
100 Ton Weight
100 Ton Weight
GGXRD Faust 100TonWeight.png
44,0 All, Unblockable 13 43,1 on landing - -
10,000 Ton Weight
10,000 Ton Weight
GGXRD-R2 Faust 10,000ton.png
44, 0 All, Unblockable 13 43, 1 on landing - -
Drum Can
Drum Can
GGXRD Faust DrumCan.png
GGXRD Faust OilCombustion.png
on barrel disappearing - - 80 All 11 20 - -
Jump Pad
Jump Pad
GGXRD Faust JumpPad.png
0 Unblockable 87 196 on disappearing - -
Black Hole
Black Hole
GGXRD Faust BlackHole.png
180 on landing - -
Helium Gas
Helium Gas
GGXRD Faust HeliumGas.png
The dictionary definition of broken
112 425 on landing - -


Batting Items
Batting Items
236P > wait for reach > 5D
GGXRD Faust WhatCouldThisBe.png
GGXRD Faust 5D.png
item dependent item dependent - -

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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