GGXRD-R2/Faust/Frame Data

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 Faust


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Faust x1.00 0 3F [100] Medium 13F (1~7F invuln) 26 25F 29F Crawl
Slow Air Dash

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 10 6 7 Mid 1 SJ 264 6 4 6 +2
5K 30 10 7 Mid 2 SJ 264 7 8 11 -5
c.S 30 10 7 Mid 2 SJ 264 8 6 6 +2
f.S 34 10 7 Initial: 90% Mid 2 S 264 11 4 18 -8
5H 24×3 14 6 Mid 3 S 384 9 2,2,2 17 -2
5D 25 10 20 Initial: 80% High 2 264 26 2 15 -3 1~11F Strike
24~29F Reflect
40~42F Strike
5D Reflect 10 [20] 3 8 [7] All 0 [2] 120 [240] 1
6P 32 10 7 Mid 2 S 264 7 3 23 -12 1~6 Above Knees
6H 70 28 6 Initial: 90% High 4 S 384 25 9 45 -35
2P 12 3 8 Initial: 70% Low 0 S 144 7 2 7 +1
2K 12×3 6 7 Initial: 80% Low 1 SJ 264 7 3,3,6 5 +1
2S 28 10 7 Mid 2 SJ 264 9 9 12 -7
2H 40 20 6 Low 4 S 384 14 2 25 -8
2D 38 10 7 Low 2 SJ 264 13 3 23 -12
j.P 13 3 8 High / Air 0 CS 144 7 6 6
j.K 20 10 7 Initial: 90% High / Air 2 SJ 264 7 5 18
j.2K 35 20 6 Initial: 90% All 4 S 384 12 Until Landing 4 After Landing
j.S 32 10 7 High / Air 2 S 264 14 3 20
j.H 50 14 6 High / Air 3 S 384 9 8 12
j.D 40 10 7 High / Air 2 S 264 13 11 21 + 4 Landing Recovery

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0,60 NA 6, 0 Forced: 65% Ground Throw: 78750 0,4 0 1 +51
Air Throw Air Throw 0,55 NA 6, 0 Forced: 65% Air Throw: 192500 0 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 9 4 20 -10 1~16F Full
17~28F Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50F: Blitz
Taunt Face FLASH! 0 3 8 Mid 0 144 55 92 56
1 or 3 Crawl 1~ Above Knees

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
41236K 20 20 15 Mid 4 150 / 240 21 12 18 -11
41236K > 4 Pull Back +7
Pull > 236P Holler! 40 NA 6 Mid 4 150 / 720 7 12 12
Pull > 236P > 236P Can't Hear You! Total 32 1~32F Strike
Pull > 236P > 236P > 236P Hello Again! 80 NA 6 Mid 4 500 / 2400 43 8 18 1~40F Strike
214H Hack n' Slash 16×8 NA 7 Unblockable: 175000, All*7 2 100 / 60 5 48 12
j.236H Going My Way 18×4 20 8 All 4 150 / 240 11 28 8 After Landing
214P From The Front 44 10 7 Initial: 80% All 2 50 / 360 63 2 25 -13 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
214K From Behind 44 10 7 All 2 50 / 360 63 2 25 -13 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
214S From Above 38 10 7 High 2 50 / 360 52 Until Landing 32 -26 21~42F Strike
43~47F Full
236S Spear Point Centripetal Dance 44 10 10 Mid 2 250 / 600 17 4 7 +3
Pogo 66 Forward 40 10 7 Mid 2 100 / 360 4 3 16 -5
Pogo 44 Backward 24 10 7 Mid 2 50 / 360 4 3 16 -5
Pogo 9 Small Jump 25 / Total 16
Pogo 8 Doctor-Copter 20×n 10 7 All 2 150 / 360 16 68 25
Pogo 2 Cancel Total 24 -18
Pogo P Just A Taste! 32 10 7 High 2 100 / 240 10 3 8 +3
Pogo K Growing Flower 36 10 7 Mid 2 500 / 480 7 6 23 1~6F Strike
Pogo [K] Growing Flower (Charged) 52 20 6 Mid 4 750 / 720 24 10 23 24~28F All
Pogo S See? I'm A Flower! 36 10 7 Low 2 100 / 480 16 2 7 +5
Pogo [S] See? I'm A Flower! (Charged) 48 20 6 Low 4 150 / 720 32 10 7 +2
Pogo H Going My Way (Pogo) 14×4 20 6 All 4 200 / 360 13 28 23+3 After Landing -23
Pogo D What Could This Be? (Pogo) 150 / 9 Total 17
j.236P Love 1,40 2 7 All 1,2 200 / 120 21 Until Landing (15)3 Total 43
236P What Could This Be? 150 / Total 23 [35]

Items

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Donut/Chocolate Donut/Chocolate 16 Heal 50 194 pickup or expiry
Donut Box/Large Chocolate Donut Box/Large Chocolate 48 Heal 50 194 pickup or expiry
Hammer Hammer 44 20 6 All 4 -/120 13 41 contact or landing
Golden Hammer Golden Hammer 44 20 6 All 4 -/120 13 41 contact or landing
Chibi Faust Chibi Faust 25 10 7 All 2 -/120 45 contact or landing
Large Faust Large Faust 25 10 7 All 2 -/120 45 contact or landing
Bomb Bomb 80 20 6 All 4 -/120 131 12 explosion
Fireworks Fireworks 80 20 6 All 4 -/120 192 12 explosion
Meteors Meteors 36×6 20 10 All 4 -/120 196~ 0 all meteors land
Gigantic Meteor Gigantic Meteor 36×7 20 10 All 4 -/120 196~ 0 last hit after landing
Poison 10 6 7 All 1 -/120 85 50 landing
100 Ton Weight 100 Ton Weight 44,0 20 6 All,Unblockable 4 -/120 13 43,1 landing
10000 Ton Weight 10000 Ton Weight 44,0 20 6 All,Unblockable 4 -/120 13 43,1 landing
Drum Can Drum Can barrel expires
Oil Combustion Oil Combustion 80 20 6 All 4 -/120 11 20
Jump Pad Jump Pad 0 -8/NA Initial: 70% Unblockable 0 -/120 87 196 expires
Black Hole Black Hole 68 180 landing
Helium Gas Helium Gas 112 425 landing

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236S Stimulating Fists of Annihilation 30,0,Refer to notes
[37,0,Refer to notes]
-6/+20 Low 4 -5000 11+1 80 66 -46 1~15F Full
16~17F Strike
236236P W-W-What Could This Be? -5000 Total 46(Super Freeze 1) 1~6F Strike
236236236P W-W-What Could This Be? (100% Ver.) -10000 Total 51(Super Freeze 1) 1~6F Strike

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H This is... Me? DESTROY 14 6 All 3 9+8
[5+5]
6 31 -20 9~22F Full
[5~15F Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Faust 5P.pngGuardMidStartup6Recovery6Advantage+2 - - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Faust 2P.pngGuardLowStartup7Recovery7Advantage+1 - - 2S 2H 5D, 2D Special, Super
6PGGXRD Faust 6P.pngGuardMidStartup7Recovery23Advantage-12 - - - - - Special, Super
5KGGXRD Faust 5K.pngGuardMidStartup7Recovery11Advantage-5 - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD Faust 2K.pngGuardLowStartup7Recovery5Advantage+1 - - f.S 5H 5D, 2D Jump, Special, Super
c.SGGXRD Faust c.S.pngGuardMidStartup8Recovery6Advantage+2 5P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Faust f.S.pngGuardMidStartup11Recovery18Advantage-8 - - - 5H 5D Special, Super
2SGGXRD Faust 2S.pngGuardMidStartup9Recovery12Advantage-7 - - - 5H, 2H 5D, 2D Jump, Special, Super
5HGGXRD Faust 5H.pngGuardMidStartup9Recovery17Advantage-2 - - - - 5D, 2D Special, Super
2HGGXRD Faust 2H.pngGuardLowStartup14Recovery25Advantage-8 6P - - - 5D Special, Super
6HGGXRD Faust 6H.pngGuardHighStartup25Recovery45Advantage-35 - - - - - Special, Super
5DGGXRD Faust 5D.pngGuardHighStartup26Recovery15Advantage-3 - - - - - Homing Jump, Homing Dash
2DGGXRD Faust 2D.pngGuardLowStartup13Recovery23Advantage-12 - - - - - Jump, Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Faust j.P.pngGuardHigh / AirStartup7Recovery6Advantage- - j.K j.S j.H j.D Special
j.KGGXRD Faust j.K.pngGuardHigh / AirStartup7Recovery18Advantage- j.P - j.S - j.D Jump, Special
j.SGGXRD Faust j.S.pngGuardHigh / AirStartup14Recovery20Advantage- j.P - - j.H - Special
j.HGGXRD Faust j.H.pngGuardHigh / AirStartup9Recovery12Advantage- - - - - - Special
j.DGGXRD Faust j.D.pngGuardHigh / AirStartup13Recovery21 + 4 Landing RecoveryAdvantage- - - - - - Special
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Faust


To edit frame data, edit values in GGXRD-R2/Faust/Data.
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