< GGXRD-R2
(→Batting Items: spelling corrections, cleanup for clarity) |
(→Items) |
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==Items== | ==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. | |||
======<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 | |cancel= |roman= |startup=50 |active=194 |recovery=on pickup or expiring |frameAdv= |inv= | ||
|description=* | |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 | |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 | |startup=13 |active=41 |recovery=on hit, block, or landing |frameAdv= | ||
|description= | |description= | ||
* | *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= | ||
* | *Jackpot version of mini Faust. Same damage and behavior, but much bigger. | ||
* | *Larger hitbox and hurtbox makes it harder for opponents to avoid, but easier to destroy with projectiles. | ||
**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 | |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, | |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 | |startup=192 |active=12 |recovery=on exploding |frameAdv= | ||
|description= | |description= | ||
* | *Jackpot version of normal bomb. | ||
*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 | |cancel= |roman= |startup=196~ |active=0 |recovery=on impact |frameAdv= |inv= | ||
|description=*After a short delay, meteors fall from the sky towards your opponent. | |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 | |startup=196~ |active= |recovery=on impact|frameAdv= | ||
|description= | |description= | ||
* | *Jackpot version of normal meteors. | ||
* | *Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking. | ||
*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 | *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 | |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 | |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 | *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 | |startup=13 |active=43, 1 |recovery=on landing |frameAdv= | ||
|description= | |description= | ||
* | *Jackpot version of 100 ton weight. | ||
* | *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. | ||
}} | }} | ||
}} | }} | ||
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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). | ||
* | *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 |
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Defense Modifier: x1.00 Guts Rating: 0
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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 |
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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 |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6H
6H |
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j.2K
j.2K |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Rerere Thrust
Rerere Thrust 41236K |
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Hack n' Slash
Hack n' Slash 214H |
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Going My Way
Going My Way j.236H |
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From the Front/Behind/Above
From the Front/Behind/Above 214P/K/S |
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Spear Point Centripetal Dance
Spear Point Centripetal Dance 236S |
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Pogo Movement
Pogo Movement Various commands on Pogo |
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Pogo Attacks
Pogo Attacks Various commands on Pogo |
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Love
Love j.236P |
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Taunt (Face FLASH!)
Taunt (Face FLASH!) Taunt |
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What Could This Be?
What Could This Be? 236P |
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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 |
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Hammer
Hammer |
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Gold Hammer
Gold Hammer |
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Mini / Chibi Faust
Mini / Chibi Faust |
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Big Faust
Big Faust |
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Bomb
Bomb |
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Fireworks
Fireworks |
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Meteors
Meteors |
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Big Meteor
Big Meteor |
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Poison
Poison |
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100 Ton Weight
100 Ton Weight |
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10,000 Ton Weight
10,000 Ton Weight |
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Drum Can
Drum Can |
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Jump Pad
Jump Pad |
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Black Hole
Black Hole |
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Helium Gas
Helium Gas |
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Batting Items
Batting Items 236P > wait for reach > 5D |
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Overdrives
Stimulating Fists of Annihilation
Stimulating Fists of Annihilation 236236S |
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W-W-What Could This Be?
W-W-What Could This Be? 236236P |
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Instant Kill
This is...me? in IK mode: 236236H |
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