GGXRD-R2/Faust: Difference between revisions

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|backdashTime=13F
|backdashTime=13F
|backdashInv=1-7F
|backdashInv=1-7F
|faceDown=29F
|faceUp=25F
}}
}}
;Movement Options
;Movement Options
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|}
|}
<br clear=all/>
<br clear=all/>
{{warning|This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)}}


==Normal Moves==
==Normal Moves==
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|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
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|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
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|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
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|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
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|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
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|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
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|name=2K
|name=2K
|input=
|input=
|image=GGXRD_Faust_2K.png
|image=GGXRD_Faust_2K.png |caption= The foot!
|caption=
|data=
|data=
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
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|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
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|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
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|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
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|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
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|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
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|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
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|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
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|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
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|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
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|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
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|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.
  }}
  }}
}}
}}
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|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
  |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
  |cancel= |roman=YRP |startup=26 |active=2 |recovery=15 |frameAdv=-3 |inv=1~11 Strike,40~42 Strike
  |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).
  |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 [[#Batting_Items|bat items]] he throws out at various angles
*New in Rev 2, you can bat opponents' projectiles as well. This will nullify their projectile and create a baseball which will fly toward the opponent at an upward angle, and if it hits them, you get to laugh. However, since the startup on 5D is so long, it's difficult to time this properly or use it effectively. Also, in the case of multi-hitting projectiles, you can only bat the first one and you'll get hit by the rest. Whether that trade and reset is to your advantage is very situational.
*1~11 & 40~42 Strike Invuln
*1~11 & 40~42 Strike Invuln
  }}
  }}
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|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
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|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
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{{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
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|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
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  |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
  |cancel= |roman=YRP |startup=43 |active=8 |recovery=18 |frameAdv= |inv=1~40 Strike
  |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.  
  |description=*Scalpel Pull 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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|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
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  |cancel= |roman=RP |startup=5 |active=48 |recovery=12 |frameAdv= |inv=
  |cancel= |roman=RP |startup=5 |active=48 |recovery=12 |frameAdv= |inv=
  |description=*Whiff Total 40F
  |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 and can be blitzed.
*Only the first hit is unblockable.  
  }}
  }}
}}
}}
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|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
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|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
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  |cancel= |roman=YRP |startup=52 |active=Until Landing |recovery=32 |frameAdv=-31 |inv=21~42 Strike,43~47 Full,
  |cancel= |roman=YRP |startup=52 |active=Until Landing |recovery=32 |frameAdv=-31 |inv=21~42 Strike,43~47 Full,
  |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.
  |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.
*Above version can be used to combo right after a character gets knocked up by a [[#Jump_Pad|Jump Pad]].
*Above version can be converted on hit into an air combo
  }}
  }}
}}
}}
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|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
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|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
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|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=
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*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.
*I'm a Flower(S) when YRCed is counted as mid hitting projectile instead of a low.
*Going My Way(H) is what you'll usually be pressing for combos. It can catch them when they try to jump towards your pogo, But don't count on it. It's horrible on block to boot.  
*Going My Way(H) is what you'll usually be pressing for combos. It can catch them when they try to jump towards your pogo, But don't count on it. It's horrible on block to boot.  
*What Could This Be?(D) is a handy and incredibly fast way to get items out while on pogo. If you are on pogo and there isn't an item out, it could be a good time to throw, but you might want to have the meter to YRC it first too.  
*What Could This Be?(D) is a handy and incredibly fast way to get items out while on pogo. If you are on pogo and there isn't an item out, it could be a good time to throw, but you might want to have the meter to YRC it first too.  
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|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
  |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=
  |cancel= |roman=YRP |startup=21 |active=Until Landing (15)3 |recovery=Total 43 |frameAdv= |inv=
  |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.  
  |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.
*'''Be aware that the explosion produced by "Love" can also hurt yourself.'''
  }}
  }}
}}
}}
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|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
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|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
  |damage= |tension=150 /  |risc= |prorate= |level= |guard=
  |damage=item dependant |tension=150 /  |risc= |prorate= |level= |guard=item dependant
  |cancel= |roman=YRP |startup= |active= |recovery=Total 23 |frameAdv= |inv=
  |cancel= |roman=YRP |startup= |active= |recovery=Total 23 |frameAdv= |inv=
  |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.  
  |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.  
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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= |tension=  |risc= |prorate= |level= |guard=
|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 aproximate 30° angle - the closer, the higher and slower the throw will be.
*All items Faust creates can be thrown this way, except for (list to complete after tests): Meteors / Big Meteor.
*Only Items with a hit-box can be used as an "aggressive" projectile ; only those with a hit-box will do damage on hit, all food types for example won't do any damage on hit.
*All items do the '''same amount of damage on hit''' as there base use damage (cf: items list 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 untill it reachs the ground.
*'''Most items can only be hit if you charge "What Could This Be?"''' ; the normal pitch sends the item too far from you to hit it in time with 5D -  even with RC to rush right after you throw them (the only possible with normal throw to RC are Mini Faust, Black Hole, Helium Gas and Drum Can).
*'''Keep in mind you won't be able to use "What Could This Be?" untill the object eventualy touchs the ground / disapear''' - depends on it's original property (cf: items list below).
*Batting Items is an optionnal feature and should be considered as is. '''It will - most of the time, won't be optimal!''' Chibi Faust - as an example, will be much more usefull walking on the ground than being a projectile : its sole passive presence makes him a great threat as an opener to your opponent ; stacking them walking would reduce the space accessible to your match up, potentialy weakening them. Batting it only improves your aggressive potential on the moment, but would actively reduce your map control in the mean run.
}}
}}


Items recovery corespond to the moment when you are able to use "What Could This Be?" again :
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>======
{{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 disapearing |frameAdv= |inv=
  |startup=50 |active=194 |recovery=on pickup or expiring |frameAdv=
  |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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{{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 disapearing |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 669: Line 622:
====== <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=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=44 |guard=All
  |damage=44 |guard=All
  |startup=13 |active=41 |recovery=on disapearing |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=
|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 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.
  }}
  }}
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====== <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=MOMOKUN!!!
|caption=
|name=Big Faust
|name=Big Faust
|data=
|data=
  {{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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{{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 disapearing |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, 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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====== <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=
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=80 |guard=All
  |damage=80 |guard=All
  |startup=192 |active=12 |recovery=on disapearing (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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{{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 disapearing |frameAdv= |inv=
  |startup=196~ |active=0 |recovery=on impact |frameAdv=  
  |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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====== <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=
|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 disapearing |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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{{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. 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 percentage.
*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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{{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 disapearing |frameAdv= |inv=
  |startup=13 |active=43,1 |recovery=on landing |frameAdv=  
  |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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====== <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=
  {{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 disapearing |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
}}
}}
}}
}}
Line 814: Line 761:
{{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 disapearing |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).  
*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
Line 844: Line 789:
{{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 disapearing |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.  
*The hit from Jump Pad can be blitzed.
  }}
  }}
}}
}}
Line 858: Line 803:
{{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.  
Line 871: Line 815:
{{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 tambre of their voice elevated. That's it.
  }}
  }}
}}
}}
<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 |guard=item dependent
|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.
*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==
Line 887: Line 851:
|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
  |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
  |cancel= |roman=YRP |startup=11+1 |active=80 |recovery=66 |frameAdv=-46 |inv=1~15 Full,16~17 Strike
  |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)
  |description=*Damage changes based on which of the 3 Reapers or Angel is picked.
*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.  
**Damage Black Reaper:100, Green Reaper:140, Purple Reaper:180, Angel: 10 to self (RISC Level 6)
*There is a chance an angel pick will be a reaper anyway.  
*Pressing buttons will swap the cups around. You can do this multiple times very quickly to disguise where the Angel ends up.
**If the angel is picked in the Burst version of this Overdrive, it will always end up being a reaper.
**P swaps the first two cups, K swaps the middle cups, S swaps the last two cups, and H swaps the first and last cups.
**As soon as the opponent presses a button, they are locked into that choice. So if they are mashing after they get hit, their selection will get locked in right away (the pointing hand will flash white and there is a sound effect). If this happens, you can try and swap the Purple Reaper to that position if you've been keeping track of your swaps.
*If the Angel is picked, there is a small chance it will turn into Black Reaper anyway.
**In the Burst version of this Overdrive, the Angel will always turn into Black Reaper.
*1~15 Full Invuln, 16~17 Strike Invuln  
*1~15 Full Invuln, 16~17 Strike Invuln  
  }}
  }}
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|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
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  |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
  |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)
  |description=*Normal Version Item startup at 7,17,27,42 (throws 4 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 10 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.  
*The 100T weight can knock you down before you recover if thrown early, Bombs can blow you up in the 100% version, black hole will pull you towards your ensemble, Bombs destroy other items, Jump pad can save someone who'd otherwise be forced to block, You sometimes get a helium party, and multiple items tend to be redundant.  
*The 100T weight can knock you down before you recover if thrown early, Bombs can blow you up in the 100% version, black hole will pull you towards your ensemble, Bombs destroy other items, Jump pad can save someone who'd otherwise be forced to block, You sometimes get a helium party, and multiple items tend to be redundant.  
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|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=
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  {{AttackData-GGXRD-R2
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}}
}}
{{Navbar-GGXRD-R2}}
{{Navbar-GGXRD-R2}}
[[Category:Guilty Gear]]
[[Category: Guilty Gear Xrd REV 2]]
[[Category:Guilty Gear Characters]]
[[Category:Faust]]

Revision as of 13:50, 20 May 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): 25F / 29F

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


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
MOMOKUN!!!
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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