GGXRD-R2/Faust: Difference between revisions

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Line 66: Line 66:
|name=5P
|name=5P
|input=
|input=
|image=GGXRD_Faust_5P.png
|image=GGXRD_Faust_5P.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 80: Line 79:
|name=5K
|name=5K
|input=
|input=
|image=GGXRD_Faust_5K.png
|image=GGXRD_Faust_5K.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 94: Line 92:
|name=c.S
|name=c.S
|input=
|input=
|image=GGXRD_Faust_c.S.png
|image=GGXRD_Faust_c.S.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 108: Line 105:
|name=f.S
|name=f.S
|input=
|input=
|image=GGXRD_Faust_f.S.png
|image=GGXRD_Faust_f.S.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 122: Line 118:
|name=5H
|name=5H
|input=
|input=
|image=GGXRD_Faust_5H.png
|image=GGXRD_Faust_5H.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 135: Line 130:
|name=2P
|name=2P
|input=
|input=
|image=GGXRD_Faust_2P.png
|image=GGXRD_Faust_2P.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 148: Line 142:
|name=2K
|name=2K
|input=
|input=
|image=GGXRD_Faust_2K.png
|image=GGXRD_Faust_2K.png |caption= The foot!
|caption= The foot!
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 163: Line 156:
|name=2S
|name=2S
|input=
|input=
|image=GGXRD_Faust_2S.png
|image=GGXRD_Faust_2S.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 177: Line 169:
|name=2H
|name=2H
|input=
|input=
|image=GGXRD_Faust_2H.png
|image=GGXRD_Faust_2H.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 190: Line 181:
|name=j.P
|name=j.P
|input=
|input=
|image=GGXRD_Faust_j.P.png
|image=GGXRD_Faust_j.P.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 203: Line 193:
|name=j.K
|name=j.K
|input=
|input=
|image=GGXRD_Faust_j.K.png
|image=GGXRD_Faust_j.K.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 216: Line 205:
|name=j.S
|name=j.S
|input=
|input=
|image=GGXRD_Faust_j.S.png
|image=GGXRD_Faust_j.S.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 229: Line 217:
|name=j.H
|name=j.H
|input=
|input=
|image=GGXRD_Faust_j.H.png
|image=GGXRD_Faust_j.H.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 242: Line 229:
|name=j.D
|name=j.D
|input=
|input=
|image=GGXRD_Faust_j.D.png
|image=GGXRD_Faust_j.D.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 255: Line 241:
|name=6P
|name=6P
|input=
|input=
|image=GGXRD_Faust_6P.png
|image=GGXRD_Faust_6P.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 270: Line 255:
|name=6H
|name=6H
|input=
|input=
|image=GGXRD_Faust_6H.png
|image=GGXRD_Faust_6H.png |caption=Might as well be unblockable.
|caption=Might as well be unblockable.
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 285: Line 269:
|name=j.2K
|name=j.2K
|input=
|input=
|image=GGXRD_Faust_j.2K.png
|image=GGXRD_Faust_j.2K.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 298: Line 281:
|name=2D
|name=2D
|input=
|input=
|image=GGXRD_Faust_2D.png
|image=GGXRD_Faust_2D.png |caption=Surprise!
|caption=Surprise!
|data=
|data=
{{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=
  |cancel=SJ |roman=YRP |startup=13 |active=3 |recovery=23 |frameAdv=-12 |inv=
  |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.  
  |description=*Jump and special cancellable
*Jump Cancellable
*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.  
*If 2D hits, then cancelling into item, normal jumping forward, and doing a deep j.K or j.S is a safe jump.
  }}
  }}
}}
}}
Line 313: Line 296:
|name=5D
|name=5D
|input=
|input=
|image=GGXRD_Faust_5D.png
|image=GGXRD_Faust_5D.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 331: Line 313:
|name=Ground Throw
|name=Ground Throw
|input=
|input=
|image=GGXRD_Faust_GroundThrow.png
|image=GGXRD_Faust_GroundThrow.png |caption=
|caption=
|data=
|data=
{{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=
  |cancel= |roman=R |startup=1 |active= |recovery= |frameAdv=51 |inv=
  |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.  
  |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 RRC'd for good damage.  
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Air Throw</font>======
======<font style="visibility:hidden" size="0">Air Throw</font>======
{{MoveData
{{MoveData
|name=Air Throw
|name=Air Throw
|input=
|input=
|image=GGXRD_Faust_AirThrow.png
|image=GGXRD_Faust_AirThrow.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 357: Line 338:
|name=Dead Angle Attack
|name=Dead Angle Attack
|input=
|input=
|image=GGXRD_Faust_6P.png
|image=GGXRD_Faust_6P.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 370: Line 350:
{{MoveData
{{MoveData
|name=Blitz Attack
|name=Blitz Attack
|image=GGXRD-R_Faust_BlitzAttack.png
|image=GGXRD-R_Faust_BlitzAttack.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
Line 394: Line 373:
|image=GGXRD_Faust_Rerere.png
|image=GGXRD_Faust_Rerere.png
|image2=GGXRD_Faust_Hello.png
|image2=GGXRD_Faust_Hello.png
|image3=GGXRD_Faust_HelloAgain.png
|image3=GGXRD_Faust_HelloAgain.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 425: Line 403:
|name=Hack n' Slash
|name=Hack n' Slash
|input=214H
|input=214H
|image=GGXRD_Faust_HackNSlash.png
|image=GGXRD_Faust_HackNSlash.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 440: Line 417:
|name=Going My Way
|name=Going My Way
|input=j.236H
|input=j.236H
|image=GGXRD_Faust_GoingMyWay.png
|image=GGXRD_Faust_GoingMyWay.png |caption=GOOOINNG MYY WAAAAAAAAY!
|caption=GOOOINNG MYY WAAAAAAAAY!
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 455: Line 431:
|input=214P/K/S
|input=214P/K/S
|image=GGXRD_Faust_FromThe.png
|image=GGXRD_Faust_FromThe.png
|image2=GGXRD_Faust_FromThe2.png
|image2=GGXRD_Faust_FromThe2.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 478: Line 453:
|name=Spear Point Centripetal Dance
|name=Spear Point Centripetal Dance
|input=236S
|input=236S
|image=GGXRD_Faust_SpearPointCentripetalDance.png
|image=GGXRD_Faust_SpearPointCentripetalDance.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 496: Line 470:
|input=Various commands on Pogo
|input=Various commands on Pogo
|image=GGXRD_Faust_PogoMovement.png
|image=GGXRD_Faust_PogoMovement.png
|image2=GGXRD_Faust_DoctorCopter.png
|image2=GGXRD_Faust_DoctorCopter.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 530: Line 503:
|name=Pogo Attacks
|name=Pogo Attacks
|input=Various commands on Pogo
|input=Various commands on Pogo
|image=GGXRD_Faust_PogoAttacks1.png
|image=GGXRD_Faust_PogoAttacks1.png |caption=Flowers can be charged by holding the button
|caption=Flowers can be charged by holding the button
|image2=GGXRD_Faust_PogoAttacks2.png |caption2=
|image2=GGXRD_Faust_PogoAttacks2.png
|caption2=
|image3=GGXRD_Faust_PogoAttacks3.png
|image3=GGXRD_Faust_PogoAttacks3.png
|data=
|data=
Line 575: Line 546:
|name=Love
|name=Love
|input=j.236P
|input=j.236P
|image=GGXRD_Faust_Love.png
|image=GGXRD_Faust_Love.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 590: Line 560:
|name=Taunt (Face FLASH!)
|name=Taunt (Face FLASH!)
|input=Taunt
|input=Taunt
|image=GGXRD_Faust_Taunt.png
|image=GGXRD_Faust_Taunt.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 604: Line 573:
|name=What Could This Be?
|name=What Could This Be?
|input=236P
|input=236P
|image=GGXRD_Faust_WhatCouldThisBe.png
|image=GGXRD_Faust_WhatCouldThisBe.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 625: Line 593:
{{MoveData
{{MoveData
|name=Food
|name=Food
|image=GGXRD_Faust_Donut.png
|image=GGXRD_Faust_Donut.png |caption=
|caption=
|image2=GGXRD-R2_Faust_BigFood.png |caption2=
|image2=GGXRD-R2_Faust_BigFood.png
|caption2=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=16 [48] Heal |tension= |risc= |prorate= |level= |guard=
  |damage=16 [48] Heal |guard=
  |cancel= |roman= |startup=50 |active=194 |recovery=on pickup or expiring |frameAdv= |inv=
  |startup=50 |active=194 |recovery=on pickup or expiring |frameAdv=
  |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.
  |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.
*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.
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{{MoveData
{{MoveData
|name=Hammer
|name=Hammer
|image=GGXRD_Faust_Hammer.png
|image=GGXRD_Faust_Hammer.png |caption=
|caption=
|data=
|data=
{{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 hit, block, or landing |frameAdv= |inv=
  |startup=13 |active=41 |recovery=on hit, block, or landing |frameAdv=
  |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.
  }}
  }}
Line 654: Line 619:
====== <font style="visibility:hidden" size="0">Gold Hammer</font> ======
====== <font style="visibility:hidden" size="0">Gold Hammer</font> ======
{{MoveData
{{MoveData
|image=GGXRD-R2_Faust_GoldHammer.png
|image=GGXRD-R2_Faust_GoldHammer.png |caption=
|caption=
|name=Gold Hammer
|name=Gold Hammer
|data=
|data=
Line 670: Line 634:
{{MoveData
{{MoveData
|name=Mini / Chibi Faust
|name=Mini / Chibi Faust
|image=GGXRD_Faust_ChibiFaust.png
|image=GGXRD_Faust_ChibiFaust.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=25 |tension=120 |risc=7 |prorate= |level=2 |guard=All
  |damage=25 |guard=All
  |cancel= |roman= |startup=45 |active= |recovery=on hit, block, or landing |frameAdv= |inv=
  |startup=45 |active= |recovery=on hit, block, or landing |frameAdv=
  |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.
  }}
  }}
Line 682: Line 645:
====== <font style="visibility:hidden" size="0">Big Faust</font> ======
====== <font style="visibility:hidden" size="0">Big Faust</font> ======
{{MoveData
{{MoveData
|image=GGXRD-R2_Faust_BigFaust.png
|image=GGXRD-R2_Faust_BigFaust.png |caption=
|caption=
|name=Big Faust
|name=Big Faust
|data=
|data=
Line 699: Line 661:
{{MoveData
{{MoveData
|name=Bomb
|name=Bomb
|image=GGXRD_Faust_Bomb.png
|image=GGXRD_Faust_Bomb.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=80 |tension=120 |risc=6 |prorate= |level=4 |guard=All
  |damage=80 |guard=All
  |cancel= |roman= |startup=131 |active=12 |recovery=on exploding |frameAdv= |inv=
  |startup=131 |active=12 |recovery=on exploding |frameAdv=  
  |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.
  |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.
  }}
  }}
Line 711: Line 672:
====== <font style="visibility:hidden" size="0">Fireworks</font> ======
====== <font style="visibility:hidden" size="0">Fireworks</font> ======
{{MoveData
{{MoveData
|image=GGXRD-R2_Faust_Fireworks.png
|image=GGXRD-R2_Faust_Fireworks.png |caption=
|caption=
|name=Fireworks
|name=Fireworks
|data=
|data=
Line 729: Line 689:
{{MoveData
{{MoveData
|name=Meteors
|name=Meteors
|image=GGXRD_Faust_Meteors.png
|image=GGXRD_Faust_Meteors.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=36×6 |tension=120 |risc=10 |prorate= |level=4 |guard=All
  |damage=36×6 |guard=All
  |cancel= |roman= |startup=196~ |active=0 |recovery=on impact |frameAdv= |inv=
  |startup=196~ |active=0 |recovery=on impact |frameAdv=  
  |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.  
  |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.  
  }}
  }}
Line 741: Line 700:
====== <font style="visibility:hidden" size="0">Big Meteor</font> ======
====== <font style="visibility:hidden" size="0">Big Meteor</font> ======
{{MoveData
{{MoveData
|image=GGXRD-R2_Faust_BigMeteor.png
|image=GGXRD-R2_Faust_BigMeteor.png |caption=Black Materia Meteor
|caption=Black Materia Meteor
|name=Big Meteor
|name=Big Meteor
|data=
|data=
Line 759: Line 717:
{{MoveData
{{MoveData
|name=Poison
|name=Poison
|image=GGXRD_Faust_Poison.png
|image=GGXRD_Faust_Poison.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=10 |tension=120 |risc=7 |prorate= |level=1 |guard=All
  |damage=10 |guard=All
  |cancel= |roman= |startup=85 |active=50 |recovery=on landing |frameAdv= |inv=
  |startup=85 |active=50 |recovery=on landing |frameAdv=  
  |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.
  |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 with an attack, throw, or burst.
*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.
Line 774: Line 731:
{{MoveData
{{MoveData
|name=100 Ton Weight
|name=100 Ton Weight
|image=GGXRD_Faust_100TonWeight.png
|image=GGXRD_Faust_100TonWeight.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=44,0 |tension=120 |risc=6 |prorate= |level=4 |guard=All, Unblockable
  |damage=44,0 |guard=All, Unblockable
  |cancel= |roman= |startup=13 |active=43,1 |recovery=on landing |frameAdv= |inv=
  |startup=13 |active=43,1 |recovery=on landing |frameAdv=  
  |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.
  |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 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.
*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.
Line 787: Line 743:
====== <font style="visibility:hidden" size="0">10,000 Ton Weight</font> ======
====== <font style="visibility:hidden" size="0">10,000 Ton Weight</font> ======
{{MoveData
{{MoveData
|image=GGXRD-R2_Faust_10,000ton.png
|image=GGXRD-R2_Faust_10,000ton.png |caption=
|caption=
|name=10,000 Ton Weight
|name=10,000 Ton Weight
|data=
|data=
Line 803: Line 758:
{{MoveData
{{MoveData
|name=Drum Can
|name=Drum Can
|image=GGXRD_Faust_DrumCan.png
|image=GGXRD_Faust_DrumCan.png |caption=
|caption=
|image2=GGXRD_Faust_OilCombustion.png |caption2=
|image2=GGXRD_Faust_OilCombustion.png
|caption2=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |version=Oil |damage= |tension= |risc= |prorate= |level= |guard=
  |version=Oil |damage= |guard=
  |cancel= |roman= |startup= |active= |recovery=on barrel disappearing |frameAdv= |inv= }}
  |startup= |active= |recovery=on barrel disappearing |frameAdv= }}
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |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 |guard=All
  |cancel= |roman= |startup=11 |active=20 |recovery= |frameAdv= |inv=
  |startup=11 |active=20 |recovery= |frameAdv=  
  |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).  
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{{MoveData
{{MoveData
|name=Jump Pad
|name=Jump Pad
|image=GGXRD_Faust_JumpPad.png
|image=GGXRD_Faust_JumpPad.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=0 |tension=120 |risc=8 |prorate=70 |level=0 |guard=Unblockable
  |damage=0 |guard=Unblockable
  |cancel= |roman= |startup=87 |active=196 |recovery=on disappearing |frameAdv= |inv=
  |startup=87 |active=196 |recovery=on disappearing |frameAdv=  
  |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.  
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{{MoveData
{{MoveData
|name=Black Hole
|name=Black Hole
|image=GGXRD_Faust_BlackHole.png
|image=GGXRD_Faust_BlackHole.png |caption=
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage= |guard= |guard=
  |damage= |guard=
  |startup= |active=180 |recovery=on landing |frameAdv=
  |startup= |active=180 |recovery=on landing |frameAdv=
  |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.  
  |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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{{MoveData
{{MoveData
|name=Helium Gas
|name=Helium Gas
|image=GGXRD_Faust_HeliumGas.png
|image=GGXRD_Faust_HeliumGas.png |caption= The dictionary definition of broken
|caption= The dictionary definition of broken
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage= |tension= |risc= |prorate= |level= |guard=
  |damage= |guard=
  |cancel= |roman= |startup=112 |active=425 |recovery=on landing |frameAdv= |inv=
  |startup=112 |active=425 |recovery=on landing |frameAdv=
  |description=*A joke item. The first character to touch it while it's sitting on the ground has the pitch of their voice elevated. That's it.
  |description=*A joke item. The first character to touch it while it's sitting on the ground has the pitch of their voice elevated. That's it.
  }}
  }}
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|input=236P > wait for reach > 5D
|input=236P > wait for reach > 5D
|image=GGXRD_Faust_WhatCouldThisBe.png
|image=GGXRD_Faust_WhatCouldThisBe.png
|image2=GGXRD_Faust_5D.png
|image2=GGXRD_Faust_5D.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=item dependent|tension=  |risc= |prorate= |level= |guard=item dependent  
  |damage=item dependent |guard=item dependent  
  |cancel= |roman=YRP |startup= |active= |recovery= |frameAdv= |inv=
  |startup= |active= |recovery= |frameAdv=  
  |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.
  |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.
*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.
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|name=Stimulating Fists of Annihilation
|name=Stimulating Fists of Annihilation
|input=236236S
|input=236236S
|image=GGXRD_Faust_StimulatingFists1.png
|image=GGXRD_Faust_StimulatingFists1.png |caption=
|caption=
|image2=GGXRD_Faust_StimulatingFists2.png |caption2=
|image2=GGXRD_Faust_StimulatingFists2.png
|image3=GGXRD_Faust_StimulatingFists3.png |caption3=
|caption2=
|image3=GGXRD_Faust_StimulatingFists3.png
|caption3=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 924: Line 870:
|name=W-W-What Could This Be?
|name=W-W-What Could This Be?
|input=236236P
|input=236236P
|image=GGXRD_Faust_W-W-WhatCouldThisBe.png
|image=GGXRD_Faust_W-W-WhatCouldThisBe.png |caption=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
Line 947: Line 892:
|name=This is...me?
|name=This is...me?
|input=in IK mode: 236236H
|input=in IK mode: 236236H
|image=GGXRD_Faust_ThisIsMe.png
|image=GGXRD_Faust_ThisIsMe.png |caption=
|image2=GGXRD_Faust_ThisIsMe2.png
|image2=GGXRD_Faust_ThisIsMe2.png |caption2=
|caption=
|data=
|data=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2

Revision as of 01:28, 10 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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