< GGXRD-R2
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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/> | ||
==Normal Moves== | ==Normal Moves== | ||
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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=* | |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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|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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|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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*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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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=16 [48] Heal | |damage=16 [48] Heal |guard= | ||
|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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{{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 | ||
|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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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=25 | |damage=25 |guard=All | ||
|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 |caption= | |image=GGXRD-R2_Faust_BigFaust.png |caption=MOMOKUN!!! | ||
|name=Big Faust | |name=Big Faust | ||
|data= | |data= | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=80 | |damage=80 |guard=All | ||
|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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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=36×6 | |damage=36×6 |guard=All | ||
|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. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=10 | |damage=10 |guard=All | ||
|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. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=44,0 | |damage=44,0 |guard=All, Unblockable | ||
|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. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Oil |damage | |version=Oil |damage= |guard= | ||
|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 | |version=Oil Combustion |subtitle=Set Oil on Fire |damage=80 |guard=All | ||
|startup=11 |active=20 |recovery= |frameAdv= | |||
|description=*When the oil drum hits the ground oil spills out into a reasonable area. The oil slows movement and causes a slight slide. Any fire-based attack will set it off, and the explosion hits high in the air, and is similar to the bomb in that you get a combo if it hits. | |description=*When the oil drum hits the ground oil spills out into a reasonable area. The oil slows movement and causes a slight slide. Any fire-based attack will set it off, and the explosion hits high in the air, and is similar to the bomb in that you get a combo if it hits. | ||
*While Drum Can's barrel exist you can't throw another item out (without super). | *While Drum Can's barrel exist you can't throw another item out (without super). | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage | |damage=0 |guard=Unblockable | ||
|startup=87 |active=196 |recovery=on disappearing |frameAdv= | |||
|description=*The jump pad will fall to the ground, and will launch either player if they touch it. Also, both players can be launched simultaneously if they are both touching the pad when activated. On hit it'll launch one high into the air in an untechable state. If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics. | |description=*The jump pad will fall to the ground, and will launch either player if they touch it. Also, both players can be launched simultaneously if they are both touching the pad when activated. On hit it'll launch one high into the air in an untechable state. If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics. | ||
*If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated. | *If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage | |damage= |guard= | ||
|startup= |active=180 |recovery=on landing |frameAdv= | |startup= |active=180 |recovery=on landing |frameAdv= | ||
|description=*Black hole pulls Faust, the opponent, and any items on the field into it. While this can be useful in a few situations, generally it just forces Faust into close range with their opponent which against some characters can be a very bad thing. Jumping will be abbreviated, and most air combos will fail. You get a few extra combo routes while the black hole is out however, so it isn't altogether bad. | |description=*Black hole pulls Faust, the opponent, and any items on the field into it. While this can be useful in a few situations, generally it just forces Faust into close range with their opponent which against some characters can be a very bad thing. Jumping will be abbreviated, and most air combos will fail. You get a few extra combo routes while the black hole is out however, so it isn't altogether bad. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage | |damage= |guard= | ||
|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 | |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. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=item dependent | |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. | |description=*Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his 5D move while they are in the air. | ||
*Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary. The far point of the bat seems to give the highest velocity and an approximate 20° angle - the closer, the higher and slower the throw will be. | *Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary. The far point of the bat seems to give the highest velocity and an approximate 20° angle - the closer, the higher and slower the throw will be. | ||
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}} | }} | ||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} | ||
[[Category:Guilty Gear]] | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category: | [[Category:Faust]] |
Revision as of 13:50, 20 May 2018
Faust |
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Defense Modifier: x1.00 Guts Rating: 0
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Overview
Although Faust's appearance is bizarre, he's a surprisingly fundamental spacing character that uses abusive normals and random items to keep his opponent at bay. Faust also has a command grab (proximity unblockable) and a variety of overheads which, combined with various items, make for a deadly oki(post knockdown) game. Faust has both straight-forward combos and game plan which makes him a strong choice for beginners to pick up, while the focus on fundamentals means he's also difficult to master.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6H
6H |
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j.2K
j.2K |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Rerere Thrust
Rerere Thrust 41236K |
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Hack n' Slash
Hack n' Slash 214H |
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Going My Way
Going My Way j.236H |
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From the Front/Behind/Above
From the Front/Behind/Above 214P/K/S |
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Spear Point Centripetal Dance
Spear Point Centripetal Dance 236S |
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Pogo Movement
Pogo Movement Various commands on Pogo |
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Pogo Attacks
Pogo Attacks Various commands on Pogo |
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Love
Love j.236P |
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Taunt (Face FLASH!)
Taunt (Face FLASH!) Taunt |
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What Could This Be?
What Could This Be? 236P |
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Items
General Item Notes:
- Each item's recovery refers to when you are able to throw another.
- New to Rev 2, some items have Jackpot versions, which are generally more powerful and have different properties than their normal versions. Whenever you would throw the normal version, it has a small chance of being the Jackpot version instead.
Food
Food |
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Hammer
Hammer |
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Gold Hammer
Gold Hammer |
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Mini / Chibi Faust
Mini / Chibi Faust |
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Big Faust
Big Faust |
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Bomb
Bomb |
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Fireworks
Fireworks |
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Meteors
Meteors |
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Big Meteor
Big Meteor |
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Poison
Poison |
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100 Ton Weight
100 Ton Weight |
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10,000 Ton Weight
10,000 Ton Weight |
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Drum Can
Drum Can |
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Jump Pad
Jump Pad |
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Black Hole
Black Hole |
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Helium Gas
Helium Gas |
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Batting Items
Batting Items 236P > wait for reach > 5D |
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Overdrives
Stimulating Fists of Annihilation
Stimulating Fists of Annihilation 236236S |
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W-W-What Could This Be?
W-W-What Could This Be? 236236P |
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Instant Kill
This is...me? in IK mode: 236236H |
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