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*It's like any other characters throw. Combos into an OTG 2H in the corner and can be rapid cancelled for good damage. | *It's like any other characters throw. Combos into an OTG 2H in the corner or with a micro dash midscreen and can be rapid cancelled for good damage. | ||
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*This should be one of your favorite items. Chibi Faust will float towards the ground, and start marching forward when he lands. It can be beat out by projectiles, but few can even hit it. 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. | *This should be one of your favorite items. Chibi Faust will float towards the ground, and start marching forward when he lands. It has a hitbox as soon as it starts floating, and it can be beat out by projectiles, but few can even hit it on the ground. Chibi Faust enables Faust's setplay and will either force your opponent on the defensive, or cause him to jump and potentially get caught by an anti-air. | ||
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*The weight is very similar to the hammer, but drops much quicker and is unblockable for you and your opponent when it hits the ground. 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. | *The weight is very similar to the hammer, but drops much quicker and is unblockable for you and your opponent when it hits the ground (still blockable in the air). 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. | ||
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*When the oil drum hits the ground oil spills out into a reasonable area. The oil | *When the oil drum hits the ground oil spills out into a reasonable area. The oil slows movement and causes a slight slide. Any fire-based attack will set it off, and the explosion hits high in the air, and is similar to the bomb in that you get a combo if it hits. | ||
*The following attacks will set off the oil: | |||
Faust: Love, Bomb | |||
Potemkin: Trishula | |||
Elphelt: Berry Pine, Genoverse (When blocked or hit) | |||
Sol: Gun Flame, Ground Viper, Volcanic Viper, Break (D.I. Version Only), Tyrant Rave | |||
Axl: Artemis Hunter, Sickle Storm | |||
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* | *The jump pad will fall to the ground, and will launch either player if they touch it. Also, both players can be launched simultaneously if they are both touching the pad when activated. On hit it'll launch one high into the air in an untechable state. If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics. | ||
*If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated. | *If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated. | ||
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Revision as of 20:09, 11 January 2015
Overview
Although Faust's appearance is bizzare, 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
- Great range on many normals
- Random items keeps opponent guessing
- A Spacing character with a command grab (or close enough to one)
- Drill cancel jumping kick instant overhead
- Has a grab bag of good anti-air and air-to-air attacks
- Weaknesses
- Low defense and large hitbox in hitstun means he dies relatively quickly
- Random items keep you guessing
- Has limited options on defense
- Longer range attacks suffer lengthy recoveries and many can be low profiled easily
- Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Defense Modifier: x1.00
Guts Rating: 1
Stun Resistance: ??
Jump Startup: 3F
Backdash Time: 13F
Backdash Invincibility: 1-7F
Move List
- See also: Faust Full Frame Data
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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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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What Could This Be?
What Could This Be? 236P |
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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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Items
Donut/Chocolate
Donut/Chocolate |
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Hammer
Hammer |
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Chibi Faust
Chibi Faust |
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Bomb
Bomb |
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Meteors
Meteors |
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Poison
Poison |
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100 Ton Weight
100 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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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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Strategy
General Tactics
- Drill Cancel: Drill cancel is a unique mechanic Faust possesses which allows Faust to break his air momentum at any point and begin falling towards the ground. This is incredibly useful technique that allows Faust to stall in the air, remain unpredictable and avoid anti-airs when jumping, and even do an low-to-the-ground overhead attack by drill cancelling just after leaving the ground and using j.K. In order to drill cancel, one must use faultless defense immediately after j.2K. This can be done by holding down back in the air, and inputting K~S (S can be replaced with P or H if it's more comfortable). By inputting Kick a hair sooner than Slash, you start the j.2K normal and immediately kara-cancel it with faultless defense, changing your air trajectory.
Tips and Tricks
Combos
Basic Combos
- 2P(or 5P) > 2S > 2D > 236P
- 2P(or 5P) > 2S > 2H > 236S~H > 236P
- 2K > 2P > 2S > 2H > 236S~H > 236P
- 2K > 5H > 236S~H(or 2D) > 236P
- f.S > 236P
- f.S RC 41236K~236P~236P~236P
- CH 2H(or 5H) > 41236K~236P~236P~236P
- (drill cancel) j.K jc j.2K dash forward 5P > 2S > 2H > 236S~H > 236P
- (corner) 214H > 5K > 2S > j.K jc j.K > j.S > j.H
- (corner) throw > 2H > 236P
- (anti air) 5K(or 5P, 2K, c.S, or 2S) jc j.K > j.P > j.K jc j.K > j.S > j.H
Anti-air 6P
(Work in progress) Anti-air 6P combos are unique in that your combo both depends on counter-hit and the item you get when you use 236P. While you don't have to cancel 6P into 236P to follow up with a combo, it can either lead generous damage, extra stun, or the same combo with an extra item on the field, so learning to throw items after 6P is recommended. All combos listed will assume CH status:
- 6P dash forward 5K > 2S > j.K > j.P > j.K jc j.K > j.S > j.H
- 6P > 236P (throw hammer or 100 Megaton Weight) j.K > j.P > j.K jc j.K > j.S > j.H
- 6P > 236P (throw black hole) dash forward 5K > 2S > jc j.K > j.S > j.H land 5K jc j.K > j.D > j236H
- 6P > 236P (throw anything else) dash forward 5K > 2S > j.K > j.P > j.K jc j.K > j.S > j.H