< 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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====== <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= |
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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