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= The foot!
|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
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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
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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
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|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
Line 473: Line 447:
  |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 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
Line 498: Line 472:
|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
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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
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{{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.
  }}
  }}
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====== <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=
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{{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.
  }}
  }}
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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=
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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 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.
  }}
  }}
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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=
Line 731: Line 692:
{{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 743: Line 703:
====== <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 761: Line 720:
{{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 776: Line 734:
{{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 789: Line 746:
====== <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 805: 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 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).  
Line 835: 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 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.  
Line 850: 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 863: 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.
  }}
  }}
}}
}}
Line 879: Line 830:
|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.
Line 901: 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
Line 926: Line 873:
|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 949: Line 895:
|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
Line 970: Line 915:
}}
}}
{{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 - -



Template:Navbar-GGXRD-R2