GGXRD-R2/Faust: Difference between revisions

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Revision as of 02:11, 1 September 2019

Faust
GGXRD-R Faust Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Play-style
Guessing Game, Pressure, Oki

Overview

Faust is a medical genius gone insane and sane once more. Faust is probably one of the most unorthodox characters in the series. He made his first appearance in the first game as Dr. Baldhead before hiding his identity and becoming Dr. Faust from Guilty Gear X onwards.

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 and adaptation means he's also difficult to master.

Strengths and 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 j.2K(drill) and corner control using anti-airs and items.
  • Very strong anti-air and air-to-air attacks.
  • Invincible 5D that can be YRC'ed.
  • Weird hurtbox and can crawl to low profile many moves.
  • Large hurtbox while getting hit makes him subject to many strong combos.
  • Random items lead to inconsistent reward.
  • 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 have lengthy recovery and many can be low profiled easily,


Normal Moves

5P
5P
GGXRD Faust 5P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 Mid 6 4 6 +2 1 6 7 SJ YRP 264
GGXRD Faust 5P.png
GGXRD Faust 5P hitbox.png


  • 1 frame faster than 2P and has good range for a jab. Useful for keeping up pressure, starting combos, and anything else you'd expect a jab to do, but be careful because characters like Sol can 6P it or low-profile it.
  • Jump cancellable
5K
5K
GGXRD Faust 5K.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 7 8 11 -5 2 10 7 SJ YRP 264
GGXRD Faust 5K.png
One 5K a day keeps the IADs away
GGXRD Faust 5K hitbox.png


  • An amazing jump-checker and anti-air that can catch IADs or to space against taller characters. Because it has several active frames and recovers quickly it is a great move to keep on hand in neutral, but characters can usually run under it pretty easily.
  • Jump cancellable, and knockback/wall-stick on counter hit
c.S
c.S
GGXRD Faust c.S.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 8 6 6 +2 2 10 7 SJ YRP 264
GGXRD Faust c.S.png
GGXRD Faust c.S hitbox.png


  • Usually a segue in gatlings and combos. Can be useful to end pressure on because it's +2 on block, but can strange to use raw because its input coincides with the much lengthier f.S.
  • Jump cancellable, and reverse gatlings to 5P
f.S
f.S
GGXRD Faust f.S.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
34 Mid 11 4 18 -8 2 10 7 S YRP 264 Initial: 90%
GGXRD Faust f.S.png
You only get a safe item throw on hit but it's still one of your best buttons
GGXRD Faust f.S hitbox.png


  • Faust's most notorious poke gets even longer in Xrd. Has a long recovery, so watch for jumping and make sure it tags your opponent. Some characters can low profile or 6p it. Despite this, f.S is an absolute staple in Faust's arsenal. Cancelling max range f.S into item throw is a great way to get Faust's game started.
5H
5H
GGXRD Faust 5H.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24×3 Mid 9 2,2,2 17 -2 3 14 6 S YRP 384
GGXRD Faust 5H.png
GGXRD Faust 5H hitbox1.pngGGXRD Faust 5H hitbox2.png


  • Usually just used in combos, it can be an ok midrange poke to use when you are too close for f.S. 5H is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
2P
2P
GGXRD Faust 2P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Low 7 2 7 +1 0 3 8 S YRP 144 Initial: 70%
GGXRD Faust 2P.png
GGXRD Faust 2P hitbox.png


  • A great little poke with decent range and hits low. It's your fastest low, and can enable frame traps, tick throws, empty jumps, and any other mixup you can think of. Use as often as you can.
2K
2K
GGXRD Faust 2K.png
The foot!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12×3 Low 7 3,3,6 5 +1 1 6 7 SJ YRP 264 Initial: 80%
GGXRD Faust 2K.png
GGXRD Faust 2K hitbox1.pngGGXRD Faust 2K hitbox2.pngGGXRD Faust 2K hitbox3.png


  • 2k has 3 parts that all hit low. It's your best move to use meaty, can be used on occasion as an anti-air and can even be used to bait bursts. It's the epitome of versatility with its only downside being that it really doesn't function as a poke. Great for frame traps, and links into 2p for a combo.
  • All hits can be jump cancelled.
2S
2S
GGXRD Faust 2S.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 9 9 12 -7 2 10 7 SJ YRP 264
GGXRD Faust 2S.png
GGXRD Faust 2S hitbox1.pngGGXRD Faust 2S hitbox2.pngGGXRD Faust 2S hitbox3.png


  • An ok anti-air among many great ones, 2S is usually only used in combos, particularly into air combos. It's minus 7 on block, so try not to end pressure with it, and make sure you are in range when you use it.
  • Jump cancellable
2H
2H
GGXRD Faust 2H.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Low 14 2 25 -8 4 20 6 S YRP 384
GGXRD Faust 2H.png
For when they 6P your other pokes
GGXRD Faust 2H hitbox.png


  • Now that 2H hits low, it can be a great toe-checker in corner pressure, but as a poke it still plays second cousin to f.S. Gets good damage in combos, and is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
j.P
j.P
GGXRD Faust j.P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
13 High / Air 7 6 6 0 3 8 CS YRP 144
GGXRD Faust j.P.png
GGXRD Faust j.P hitbox.png


  • mid-air jab, though j.K usually does j.P's job better. Recovers quickly though, so can be useful as a visual facade to catch opponents with j.H. Can keep your opponent blocking with j.P j.K j.P j.K etc.
j.K
j.K
GGXRD Faust j.K.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 High / Air 7 5 18 2 10 7 SJ YRP 264 Initial: 90%
GGXRD Faust j.K.png
Your instant overhead
GGXRD Faust j.K hitbox.png


  • A great jump in, and the button to use after a instant air drill cancel for an overhead(see general strategy).
j.S
j.S
GGXRD Faust j.S.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 High / Air 14 3 20 2 10 7 S YRP 264
GGXRD Faust j.S.png
GGXRD Faust j.S hitbox.png


  • j.S is usually used in combos or can catch people trying to dash in after a drill cancel. No longer has a deadzone under faust, but seems a little smaller.
j.H
j.H
GGXRD Faust j.H.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 High / Air 9 8 12 3 14 6 S YRP 384
GGXRD Faust j.H.png
Privileged air to air
GGXRD Faust j.H hitbox1.pngGGXRD Faust j.H hitbox2.png


  • An amazing air-to-air zoning tool that hits like a truck to boot. If used with drill cancels, it can keep airdashers at bay, and even tag some grounded opponents.
j.D
j.D
GGXRD Faust j.D.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 High / Air 13 11 21 + 4 Landing Recovery 2 10 7 S YRP 264
GGXRD Faust j.D.png
GGXRD Faust j.D hitbox1.pngGGXRD Faust j.D hitbox2.pngGGXRD Faust j.D hitbox3.png


  • j.D is a great jump-in when directly above your opponent, and has a decent hitbox under Faust that is able to cross-up. It can be cancelled into Going My Way (236H) low to the ground, which can be safe or advantageous. Depending on how much time you have after a knockdown, you can instant air dash > drill cancel > j.D for an ambiguous crossup, and then RC for a mixup/Damage.
6P
6P
GGXRD Faust 6P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 7 3 23 -12 2 10 7 S YRP 264 1~6 Above Knees
GGXRD Faust 6P.png
GGXRD Faust 6P hitbox.png


  • Another of many good anti-airs, and the only one blessed with above-knees invuln, but don't rely on it because there is a frame of vulnerability before startup. Always cancel into item throw if you can, because either way it'll lead into a combo (see combo section below).
  • Usually trades advantageously. Can follow up with 5K.
6H
6H
GGXRD Faust 6H.png
Might as well be unblockable.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
70 High 25 9 45 -35 4 28 6 S YRP 384 Initial: 90%
GGXRD Faust 6H.png
This will hit catch them blocking low at least once
GGXRD Faust 6H hitbox1.pngGGXRD Faust 6H hitbox2.png


  • Deceptive overhead with an odd starting animation that catches many off guard.
  • 6H is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as drill cancel j.K. It's a very tempting move to throw out, but be careful because it has huge recovery if whiffed, and can very punishable if not canceled. One of 3 moves that will combo into 236S and if you get a counter hit, 41236K.
j.2K
j.2K
GGXRD Faust j.2K.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 All 12 Until Landing 4 After Landing 4 20 6 S YRP 384 Initial: 90%
GGXRD Faust j.2K.png
A move so good even cancelling it is integral to your kit
GGXRD Faust j.2K hitbox1.pngGGXRD Faust j.2K hitbox2.png


  • This move will send faust twirling in a down forward angle at any point of his jump. It's a great move to use in pressure low to the ground, and will produce much hitstun on counter hit for an easy combo. It's also the "drill" in Faust's drill cancel, and it great to use after drill cancel j.K. (must jump cancel into)
2D
2D
GGXRD Faust 2D.png
Surprise!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 Low 13 3 23 -12 2 10 7 SJ YRP 264
GGXRD Faust 2D.png
GGXRD Faust 2D hitbox.png


  • Jump and special 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.
5D
5D
GGXRD Faust 5D.png
PURIFICATION IN PROGRESS...
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D


5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 High 26 2 15 -3 2 10 20 YRP 264 Initial: 80% 1~11F Strike
24~29F Reflect
40~42F Strike
GGXRD Faust 5D.png
GGXRD Faust 5D hitbox.png
On successful reflect, immediately creates a Reflect Projectile
Reflect Projectile


5D Reflect
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 [20] All 1 0 [2] 3 8 [7] 120 [240]
GGXRD Faust 5D.png
Values in [ ] are when projectile is reflected on first 2 possible frames (24-25)
  • 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 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. Values in [ ] are when you reflect on first 2 possible reflect frames.
  • 1~11 & 40~42 Strike Invuln


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Faust GroundThrow.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Ground Throw: 78750 1 +51 0,4 NA 6, 0 R 0 Forced: 65%
GGXRD Faust GroundThrow.png


  • 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.
Air Throw
Air Throw
GGXRD Faust AirThrow.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,55 Air Throw: 192500 1 0 NA 6, 0 R 480 Forced: 65%
GGXRD Faust AirThrow.png


  • Has good range for an air throw and is best used when opponents are jumping to avoid items. Since air combos lead to an air tech, you can also try to catch them with this as they recover.
Dead Angle Attack
Dead Angle Attack
GGXRD Faust 6P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 9 4 20 -10 2 10 7 -5000 / 264 Initial: 50% 1~16F Full
17~28F Throw
GGXRD Faust 6P.png
GGXRD Faust 6P hitbox.png


  • Faust's 6P but fully invincible. Since Faust has little in terms of defense, dead angle can be a frugal use of meter.
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Faust BlitzAttack.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Uncharged
Max Charge
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Rerere Thrust
Rerere Thrust
41236K
GGXRD Faust Rerere.png
GGXRD Faust Hello.png
GGXRD Faust HelloAgain.png
B O I
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Attack
41236K


41236K
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 Mid 21 12 18 -11 4 20 15 YRP 150 / 240
GGXRD Faust Rerere.png
GGXRD Faust Rerere hitbox1.pngGGXRD Faust Rerere hitbox2.pngGGXRD Faust Rerere hitbox3.png
Pull Back
Rerere>4
Hello!
Pull Back>236P
Can't Hear You!
Hello!>236P
Hello Again!
Can't Hear You!>236P
  • 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.
Hack n' Slash
Hack n' Slash
214H
GGXRD Faust HackNSlash.png
Technically not a grab, not burst safe
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214H
Hack n' Slash
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16×8 Unblockable: 175000, All*7 5 48 12 2 NA 7 YRP 100 / 60
GGXRD Faust HackNSlash.png
Technically not a grab, not burst safe and can be blitzed
GGXRD Faust HackNSlash hitbox.png
On whiff, total animation 40F


  • Whiff Total 40F
  • HackNSlash is a "proximity unblockable" which actually just functions as a handy command grab. On the first frame after inputting, the move checks if your opponent is in range and in a grabbable state (e.g. not airborne or throw invulnerable) and if they are, the move activates, otherwise you'll get the whiff animation. Once it's activated, it can catch them even if they try to jump away. 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.
Going My Way
Going My Way
j.236H
GGXRD Faust GoingMyWay.png
GOOOINNG MYY WAAAAAAAAY!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.236H
Going My Way
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×4 All 11 28 8 After Landing 4 20 8 YRP 150 / 240
GGXRD Faust GoingMyWay.png
GGXRD Faust GoingMyWay hitbox.png
Landing recovery becomes 0F if all hits touch opponent


Used primarily to cancel into after jump-ins or j.2k for gimmicks and pressure. If you touch the ground in the animation it'll recover quickly, but if the animation finishes in the air it's extremely vulnerable.

From the Front/Behind/Above
From the Front/Behind/Above
214P/K/S
GGXRD Faust FromThe.png
GGXRD Faust FromThe2.png
Life has many doors, Ed-Boy!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Front
214P


214P
From The Front
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 All 63 2 25 -13 2 10 7 YRP 50 / 360 Initial: 80% 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
GGXRD Faust FromThe.png
GGXRD Faust FromThe hitbox.png
Item startup at 13F [25F]
Values in [ ] are for Charged version
Behind
214K


214K
From Behind
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 All 63 2 25 -13 2 10 7 YRP 50 / 360 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
GGXRD Faust FromThe.png
GGXRD Faust FromThe hitbox.png
Above
214S


214S
From Above
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 High 52 Until Landing 32 -26 2 10 7 YRP 50 / 360 21~42F Strike
43~47F Full
GGXRD Faust FromThe2.png
GGXRD Faust FromAbove hitbox.png
Startup to hit standing Sol is 64F
Switches to Bounce Recovery Animation on hit or block
Bounce Recovery Animation: Until landing+6
Frame advantage is against Sol
  • All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping diagonally and using faultless defense in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits with an air unblockable 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.
  • Above version can be converted on hit into an air combo
  • As of 2.10, above version gives ground bounce on normal hit
Spear Point Centripetal Dance
Spear Point Centripetal Dance
236S
GGXRD Faust SpearPointCentripetalDance.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236S
Spear Point Centripetal Dance
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 Mid 17 4 7 +3 2 10 10 YRP 250 / 600
GGXRD Faust SpearPointCentripetalDance.png
GGXRD Faust SpearPointCentripetalDance hitbox.png
25F onwards can cancel into followup attacks


  • 236S is a core special for combos. The move leaves you in pogo stance, which has a handbag of tricks, but if you aren't in a combo you are extremely vulnerable in this stance.
  • Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.
  • 236S will combo after 5H, 2H, and 6H
  • If you release at the fastest possible time, this move is -21 on block.
Pogo Movement
Pogo Movement
Various commands on Pogo
GGXRD Faust PogoMovement.png
GGXRD Faust DoctorCopter.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Forward
Pogo > 66
Backward
Pogo > 44
Small Jump
Pogo > 9
Doctor-Copter
Pogo > 8
Cancel
Pogo > 2
  • Forward can be used as an occasional frame trap, but players generally won't tolerate it for long.
  • Backward helps you avoid some attacks when you are on the pogo, so use if you think they'll dp you or something.
  • Short hop can bring you closer to the opponent faster than Forward can, and can get you in range for the P and S pogo moves. If you YRC the hop, you have enough space for a j.K which grants you a typical empty jump mixup.
  • Doctor Copter is a rare combo tool, but horribly unsafe at neutral. holding up lets you fly higher and will give your opponent more time to punish.
  • Cancel is the safest and most reliable move on pogo. You have more options on the ground, but if you are on the pogo in neutral without items, you are probably about to be punished regardless.
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
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Just A Taste!
Pogo > P
Growing Flower
Pogo > K
Growing Flower (Charged)
Pogo > [K]
See? I'm a Flower!
Pogo > S
See? I'm a Flower! (Charged)
Pogo > [S]
Going My Way
Pogo > H
What Could This Be?
Pogo > D
  • Just a taste(P) can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.
  • 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) 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.
  • 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.
Love
Love
j.236P
GGXRD Faust Love.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.236P
Love
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
1,40 All 21 Until Landing (15)3 Total 43 1,2 2 7 YRP 200 / 120
GGXRD Faust Love.png
Make sure they're too far to punish this on reaction
GGXRD Faust Love hitbox.pngGGXRD Faust Love hitbox2.png
Explodes on self also(Self-blow up damage 30)


  • 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.
Taunt (Face FLASH!)
Taunt (Face FLASH!)
Taunt
GGXRD Faust Taunt.png
Hitbox exists to stop people from anti-airing your head.
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Taunt
Face FLASH!
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0 Mid 55 92 56 0 3 8 YRP 144
GGXRD Faust Taunt.png
Hitbox exists to stop people from anti-airing your head
GGXRD Faust Taunt hitbox.png


  • Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.
What Could This Be?
What Could This Be?
236P
GGXRD Faust WhatCouldThisBe.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236P
What Could This Be?
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 23 [35] YRP 150 /
GGXRD Faust WhatCouldThisBe.png
何が出るかな?
GGXRD Faust WhatCouldThisBe hitbox.png


  • 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.
  • Holding P lets Faust throw the item closer to himself and gives a chance to see which item it is. The startup is 25 frames when you do this, and recovers on frame 35.


Items

General Item Notes:

  • Each item's recovery refers to when you are able to throw another.
  • Some items have Jackpot versions, which 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 (20% normally, 10% if thrown via W-W-What Could This Be?).

Script mining in October 2018 gave futher insight into the percentage chance each item has of being produced from a normal throw.
Although the exact percentage is not stated for each item, but the relationships between each item are accurate enough.
Hammer and mini-faust are the most likely items, poison/chocolate/doughnut all have the same chance, etc.

Food
Food
GGXRD Faust Donut.png
GGXRD-R2 Faust BigFood.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Donut/Chocolate


Donut/Chocolate
Donut/Chocolate
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 Heal 50 194 pickup or expiry
GGXRD Faust Donut.png
GGXRD Faust Donuts hitbox.png
Both items are functionally identical
Donut Box/Large Chocolate


Donut Box/Large Chocolate
Donut Box/Large Chocolate
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
48 Heal 50 194 pickup or expiry
GGXRD-R2 Faust BigFood.png
GGXRD-R2 Faust Chocolates hitbox.png
Both items are functionally identical

General Food information:

  • Heals whoever picks up the food by walking over it.
  • If any food is on the ground you can't throw another item out (without super).
  • Sin gains 1,000 Calories should he pick up Faust's Food.

Donut Box and Golden Chocolate Bar are the Jackpot versions of Donut and Chocolate Bar.

  • Golden chocolate bar also increases tension gain.
Hammer
Hammer
GGXRD Faust Hammer.png
GGXRD-R2 Faust GoldHammer.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Hammer


Hammer
Hammer
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 All 13 41 contact or landing 4 20 6 -/120
GGXRD Faust Hammer.png
GGXRD Faust Hammer hitbox.png
Stun: 88
  • Covers air space just above Faust's 6P range.
  • Builds good stun.

Getting a hammer after a 6P hit on an aerial opponent lets you continue a combo meterless.

Gold Gammer


Golden Hammer
Golden Hammer
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44 All 13 41 contact or landing 4 20 6 -/120
GGXRD-R2 Faust GoldHammer.png
GGXRD-R2 Faust GoldHammer hitbox.png
Stun: 132
Hitstop 20F

Jackpot version of normal hammer.

  • Deals 50% more stun than normal hammer.
  • One counter hit from this item in addition to most combos is enough to stun Dizzy and Raven.
Chibi Faust
Chibi Faust
GGXRD Faust ChibiFaust.png
GGXRD-R2 Faust BigFaust.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Chibi Faust


Chibi Faust
Chibi Faust
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 45 contact or landing 2 10 7 -/120
GGXRD Faust ChibiFaust.png
GGXRD Faust ChibiFaust hitbox.png

Also known as Mini Faust.

  • Chibi Faust will float towards the ground, and start marching forward when he lands.
  • Chibi Faust has a hitbox as soon as it starts floating
  • Can collide and trade with projectiles.
  • Small hitbox that is low to the ground means few projectiles can hit mini faust once grounded.

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.

Large Faust


Large Faust
Large Faust
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 45 contact or landing 2 10 7 -/120
GGXRD-R2 Faust BigFaust.png
GGXRD Faust BigFaust hitbox.png

Jackpot version of mini Faust. Also known as Mega Faust.

  • Same damage and behavior as Mini Faust, but much bigger.

The large hitbox means, for example, Ky's Stun Edge will trade with this, whereas it harmlessly passes over mini Faust.

Bomb
Bomb
GGXRD Faust Bomb.png
GGXRD-R2 Faust Fireworks.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Bomb


Bomb
Bomb
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
80 All 131 12 explosion 4 20 6 -/120
GGXRD Faust Bomb.png
GGXRD Faust Bomb hitbox.png
  • Bomb has no hitbox until it explodes
  • Can hurt both players.

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.

Fireworks


Fireworks
Fireworks
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
80 All 192 12 explosion 4 20 6 -/120
GGXRD-R2 Faust Fireworks.png
GGXRD-R2 Faust Fireworks hitbox1.pngGGXRD-R2 Faust Fireworks hitbox2.png

Jackpot version of normal bomb.

  • Instead exploding on the ground, it flies into the air and detonates into, well fireworks.
  • Faust can low profile the explosion by forward crawling, or with the 3rd hit of 2K. Pressing any other button will get you hit, though.

Fireworks become active a full second after regular bomb, so you can't use the same setups or combos.

Meteors
Meteors
GGXRD Faust Meteors.png
GGXRD-R2 Faust BigMeteor.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Meteors


Meteors
Meteors
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36×6 All 196~ 0 all meteors land 4 20 10 -/120
GGXRD Faust Meteors.png
GGXRD Faust Meteors hitbox.png
  • After a short delay, meteors fall from the sky towards your opponent.
  • Meteors 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.

Gigantic Meteor


Gigantic Meteor
Gigantic Meteor
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36×7 All 196~ 0 last hit after landing 4 20 10 -/120
GGXRD-R2 Faust BigMeteor.png
GGXRD-R2 Faust BigMeteor hitbox.png
Hits standing Sol on 277F

Jackpot version of normal meteors.

  • Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking.
  • 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.
Poison
Poison
GGXRD Faust Poison.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Poison
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 All 85 50 landing 1 6 7 -/120
GGXRD Faust Poison.png
GGXRD Faust Poison hitbox.png


  • Only active after startup
  • Poison applies a damage over time effect on hit. The effect disappears if the enemy hits you with an attack, throw, or burst
  • Has good vertical reach, and it is great for tick throws because it has minimal blockstun.
  • Ignores guts rating.

If they do take the poison, it could be frugal to play the lame game until the poison runs out. Due to characters' Guts property, poison damage is much more effective on lower health percentages.

Weight
100 Ton Weight
GGXRD Faust 100TonWeight.png
GGXRD-R2 Faust 10,000ton.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
100 Ton Weight


100 Ton Weight
100 Ton Weight
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
44,0 All,Unblockable 13 43,1 landing 4 20 6 -/120
GGXRD Faust 100TonWeight.png
GGXRD Faust 100TonWeight hitbox.png
Stun: 88, 0
  • 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.
10,000 Ton Weight

Jackpot version of 100 ton weight.

  • 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.
  • The knockdown has a longer duration than 100 ton weight.
Drum Can
Drum Can
GGXRD Faust DrumCan.png
GGXRD Faust OilCombustion.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Oil


Drum Can
Drum Can
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
barrel expires
GGXRD Faust DrumCan.png
GGXRD Faust DrumCan hitbox.png
Oil startup 124F,Stays for 420F
  • When the oil drum hits the ground oil spills out onto the ground.
  • The oil acts as if it reduces friction meaning that it slows movement and causes players to slide slightly.
  • While Drum Can's barrel exist you can't throw another item out (without super).
  • Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula.
Combustion


Oil Combustion
Oil Combustion
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
80 All 11 20 4 20 6 -/120
GGXRD Faust OilCombustion.png
GGXRD Faust OilCombustion hitbox.png
  • Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula.
  • Can hit both faust and the enemy.

Some moves which can ignite oil:

   Axl:      Artemis Hunter, Sickle Storm
   Dizzy:    For searing cod..., For roasting chestnuts..., Imperial Ray
   Elphelt:  Berry Pine, Genoverse (When blocked or hit)
   Faust:    Love, Bomb, Meteors
   Jack-O':  j.D, Explode (minion or box), Calvados 
   Jam:      Gekirin (Lv 3 Only)
   Potemkin: Trishula
   Sol:      Gun Flame, Ground Viper, Volcanic Viper, Break (D.I. Version Only), Tyrant Rave
Jump Pad
Jump Pad
GGXRD Faust JumpPad.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Jump Pad
Jump Pad
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0 Unblockable 87 196 expires 0 -8/NA -/120 Initial: 70%
GGXRD Faust JumpPad.png
GGXRD Faust JumpPad hitbox.png


Also known as springboard.

  • The jump pad will fall to the ground, and will launch either player if they touch it. 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 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.

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.

Black Hole
Black Hole
GGXRD Faust BlackHole.png
This can ruin both your and your oppoent's day
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Black Hole
Black Hole
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
68 180 landing
GGXRD Faust BlackHole.png
This can ruin both your and your opponent's day
68F onwards pulls in characters and items towards Black Hole


  • Black hole pulls Faust, the opponent, and any items on the field into it.
  • The pull from the Black Hole reduces how high players can jump when within its range of influence.

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. 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.

Helium Gas
Helium Gas
GGXRD Faust HeliumGas.png
Too OP,pls nerf
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Helium Gas
Helium Gas
item
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
112 425 landing
GGXRD Faust HeliumGas.png


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.

Batting Items
Batting Items
236P > wait for reach > 5D
GGXRD Faust WhatCouldThisBe.png
GGXRD Faust 5D.png

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:

  • mini Fausts
  • mega fausts
  • Black Hole
  • Helium Gas
  • Oil Drum.

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

Stimulating Fists of Annihilation
Stimulating Fists of Annihilation
236236S
[236236D]
GGXRD Faust StimulatingFists1.png
GGXRD Faust StimulatingFists2.png
GGXRD Faust StimulatingFists3.png
INJECTING LOVE!!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236236S
Stimulating Fists of Annihilation
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30,0,Refer to notes
[37,0,Refer to notes]
Low 11+1 80 66 -46 4 -6/+20 YRP -5000 1~15F Full
16~17F Strike
GGXRD Faust StimulatingFists1.pngGGXRD Faust StimulatingFists2.pngGGXRD Faust StimulatingFists3.png
• What you don't want them to pick
GGXRD Faust StimulatingFists hitbox.png
Values in [ ] are for Burst version
Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100 [125],Reaper(Green):140 [175],Reaper(Purple):180 [225],Angel:Upon Self 10(RISC -6)
Stun: 0
minimum Damage: 20% [50%]


  • Damage changes based on which of the 3 Reapers or Angel is picked.
    • Damage Black Reaper:100 [125], Green Reaper:140 [175], Purple Reaper:180 [225], Angel: 10 to self (RISC Level 6)
  • Pressing buttons will swap the cups around. You can do this multiple times very quickly to disguise where the Angel ends up.
    • 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
W-W-What Could This Be?
W-W-What Could This Be?
236236P
GGXRD Faust W-W-WhatCouldThisBe.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal
236236P


236236P
W-W-What Could This Be?
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 46(Super Freeze 1) YRP -5000 1~6F Strike
GGXRD Faust W-W-WhatCouldThisBe.png
Throw everything and the sink at them
GGXRD Faust WhatCouldThisBe hitbox.png
Item startup at 7,17,27,42
100%
236236236P


236236236P
W-W-What Could This Be? (100% Ver.)
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 51(Super Freeze 1) -10000 1~6F Strike
GGXRD Faust W-W-WhatCouldThisBe.png
GGXRD Faust WhatCouldThisBe hitbox.png
Item startup at 4,8,12,16,20,24,28,32,36,40
  • 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 10 items!)
  • 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.
  • Both versions 1~6 Strike invuln.


Instant Kill

This is...me?
in IK mode: 236236H
GGXRD Faust ThisIsMe.png
GGXRD Faust ThisIsMe2.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
  • [ ] Indicates during Hell Fire
  • Uses the animation of his c.S.
  • Give them the makeover of their dreams. (but really, don't use this unless you have a way to combo into it. or they are stunned)
  • 9~22 Full Invuln [5~15 Full]


Roadmap

Dustloop Wiki:Roadmap/GGXRD-R2

Navigation


To edit frame data, edit values in GGXRD-R2/Faust/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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