< GGXRD
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[[File:GGXRD_Faust_Portrait.png| | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
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!Faust | |||
|- | |||
|| | |||
[[File:GGXRD_Faust_Portrait.png|350px|center]] | |||
|- | |||
||{{CharData-GGXRD | |||
|defense=x1.00 | |||
|guts=0 | |||
|stun=65 | |||
|jumpStartup=3F | |||
|backdashTime=13F | |||
|backdashInv=1-7F | |||
}} | |||
;Movement Options | |||
:Double Jump, 1 Air Dash, Dash Type: Run | |||
;Full Frame Data | |||
: [[GGXRD/Faust/Frame Data]] | |||
|} | |||
{{CharNav |charMainPage=GGXRD/Faust | |||
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd_FA.html | |||
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/289-faust/ | |||
}} | |||
<div style="float:left; margin-right:25px;"> | |||
{{TOC limit|2}} | |||
</div> | |||
<!--USE THIS STYLING FOR SHORT NAVIGATION--> | |||
<div style="height:250px; width:1px;"> | |||
| |||
</div> | |||
==Overview== | ==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. | 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 | *Great range on many normals | ||
*Random items keeps opponent guessing | *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 drill kick and corner control using anti-airs and items | ||
* | *Very strong anti-air and air-to-air attacks | ||
*Invincible 5D combined with YRC | |||
*Weird hitbox | |||
*Has a crawl to low profile | |||
===Weaknesses=== | |||
*Low defense and large hitbox in hitstun means he dies relatively quickly | *Low defense and large hitbox in hitstun means he dies relatively quickly | ||
*Random items | *Random items lead to inconsistent reward | ||
*Has limited options on defense | *Has limited options on defense such as: | ||
*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 suffer lengthy recoveries and many can be low profiled easily | *Longer range attacks suffer lengthy recoveries and many can be low profiled easily | ||
<br clear=all/> | <br clear=all/> | ||
==Normal Moves== | |||
======<font style="visibility:hidden" size="0">5P</font>====== | ======<font style="visibility:hidden" size="0">5P</font>====== | ||
{{MoveData | {{MoveData | ||
Line 45: | Line 67: | ||
|level=1 | |level=1 | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel=SJ | ||
|roman=YRP | |||
|startup=6 | |startup=6 | ||
|active=4 | |active=4 | ||
Line 70: | Line 93: | ||
|level=2 | |level=2 | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel=SJ | ||
|roman=YRP | |||
|startup=7 | |startup=7 | ||
|active=8 | |active=8 | ||
Line 95: | Line 119: | ||
|level=2 | |level=2 | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel=SJ | ||
|roman=YRP | |||
|startup=8 | |startup=8 | ||
|active=6 | |active=6 | ||
Line 114: | Line 139: | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|damage= | |damage=34 | ||
|tension=264 | |tension=264 | ||
|risc=7 | |risc=7 | ||
|prorate= | |prorate=Initial: 90% | ||
|level=2 | |level=2 | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=10 | |startup=10 | ||
|active=4 | |active=4 | ||
Line 127: | Line 153: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Faust's most | *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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5H</font>====== | ======<font style="visibility:hidden" size="0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
Line 144: | Line 171: | ||
|level=3 | |level=3 | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=9 | |startup=9 | ||
|active=2,2,2 | |active=2,2,2 | ||
Line 168: | Line 196: | ||
|level=0 | |level=0 | ||
|guard=Low | |guard=Low | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=7 | |startup=7 | ||
|active=2 | |active=2 | ||
Line 192: | Line 221: | ||
|level=1 | |level=1 | ||
|guard=Low | |guard=Low | ||
|cancel= | |cancel=SJ | ||
|roman=YRP | |||
|startup=7 | |startup=7 | ||
|active=3,3,6 | |active=3,3,6 | ||
Line 218: | Line 248: | ||
|level=2 | |level=2 | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel=SJ | ||
|roman=YRP | |||
|startup=9 | |startup=9 | ||
|active=9 | |active=9 | ||
Line 243: | Line 274: | ||
|level=4 | |level=4 | ||
|guard=Low | |guard=Low | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=14 | |startup=14 | ||
|active=2 | |active=2 | ||
Line 267: | Line 299: | ||
|level=0 | |level=0 | ||
|guard=High / Air | |guard=High / Air | ||
|cancel= | |cancel=CS | ||
|roman=YRP | |||
|startup=7 | |startup=7 | ||
|active=6 | |active=6 | ||
Line 291: | Line 324: | ||
|level=2 | |level=2 | ||
|guard=High / Air | |guard=High / Air | ||
|cancel= | |cancel=SJ | ||
|roman=YRP | |||
|startup=7 | |startup=7 | ||
|active=5 | |active=5 | ||
Line 315: | Line 349: | ||
|level=2 | |level=2 | ||
|guard=High / Air | |guard=High / Air | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=14 | |startup=14 | ||
|active=3 | |active=3 | ||
Line 339: | Line 374: | ||
|level=3 | |level=3 | ||
|guard=High / Air | |guard=High / Air | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=9 | |startup=9 | ||
|active=8 | |active=8 | ||
Line 363: | Line 399: | ||
|level=2 | |level=2 | ||
|guard=High / Air | |guard=High / Air | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=13 | |startup=13 | ||
|active=11 | |active=11 | ||
Line 387: | Line 424: | ||
|level=2 | |level=2 | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=7 | |startup=7 | ||
|active=3 | |active=3 | ||
Line 395: | Line 433: | ||
|description= | |description= | ||
*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). | *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). | ||
*Faust is at advantage if this move trades. Can follow up with 5K. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6H</font>====== | ======<font style="visibility:hidden" size="0">6H</font>====== | ||
{{MoveData | {{MoveData | ||
Line 402: | Line 442: | ||
|input= | |input= | ||
|image=GGXRD_Faust_6H.png | |image=GGXRD_Faust_6H.png | ||
|caption= | |caption=Might as well be unblockable. | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|damage= | |damage=70 | ||
|tension=384 | |tension=384 | ||
|risc=6 | |risc=6 | ||
|prorate= | |prorate=Initial: 90% | ||
|level=4 | |level=4 | ||
|guard=High | |guard=High | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=25 | |startup=25 | ||
|active=9 | |active=9 | ||
Line 418: | Line 459: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*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. | *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. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">j.2K</font>====== | ======<font style="visibility:hidden" size="0">j.2K</font>====== | ||
{{MoveData | {{MoveData | ||
Line 435: | Line 478: | ||
|level=4 | |level=4 | ||
|guard=All | |guard=All | ||
|cancel= | |cancel=S | ||
|roman=YRP | |||
|startup=12 | |startup=12 | ||
|active=Until Landing | |active=Until Landing | ||
Line 459: | Line 503: | ||
|level=2 | |level=2 | ||
|guard=Low | |guard=Low | ||
|cancel= | |cancel=SJ | ||
|roman=YRP | |||
|startup=13 | |startup=13 | ||
|active=3 | |active=3 | ||
Line 467: | Line 512: | ||
|description= | |description= | ||
*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. | *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. | ||
*Jump Cancellable | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5D</font>====== | ======<font style="visibility:hidden" size="0">5D</font>====== | ||
{{MoveData | {{MoveData | ||
Line 484: | Line 531: | ||
|guard=High | |guard=High | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=26 | |startup=26 | ||
|active=2 | |active=2 | ||
Line 490: | Line 538: | ||
|inv=1~11 Strike,40~42 Strike | |inv=1~11 Strike,40~42 Strike | ||
|description= | |description= | ||
*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 | *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 hit items he throws out for a home-run (knocks item up and off screen) or a bunt (angle varies depending on item and timing). | ||
*1~11 & 40~42 Strike Invuln | *1~11 & 40~42 Strike Invuln | ||
}} | }} | ||
Line 496: | Line 544: | ||
<br clear=all/> | <br clear=all/> | ||
==Universal Mechanics== | |||
======<font style="visibility:hidden" size="0">Ground Throw</font>====== | ======<font style="visibility:hidden" size="0">Ground Throw</font>====== | ||
{{MoveData | {{MoveData | ||
Line 512: | Line 560: | ||
|guard=Ground Throw: 78750 | |guard=Ground Throw: 78750 | ||
|cancel= | |cancel= | ||
|roman=R | |||
|startup=1 | |startup=1 | ||
|active= | |active= | ||
Line 518: | Line 567: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 536: | Line 585: | ||
|guard=Air Throw: 192500 | |guard=Air Throw: 192500 | ||
|cancel= | |cancel= | ||
|roman=R | |||
|startup=1 | |startup=1 | ||
|active= | |active= | ||
Line 560: | Line 610: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=9 | |startup=9 | ||
|active=4 | |active=4 | ||
Line 571: | Line 622: | ||
<br clear=all/> | <br clear=all/> | ||
==Special Moves== | |||
======<font style="visibility:hidden" size="0">Rerere Thrust</font>====== | ======<font style="visibility:hidden" size="0">Rerere Thrust</font>====== | ||
{{MoveData | {{MoveData | ||
Line 590: | Line 641: | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=21 | |startup=21 | ||
|active=12 | |active=12 | ||
Line 607: | Line 659: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman=Y | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 624: | Line 677: | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=7 | |startup=7 | ||
|active=12 | |active=12 | ||
Line 641: | Line 695: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman=Y | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 658: | Line 713: | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=43 | |startup=43 | ||
|active=8 | |active=8 | ||
Line 665: | Line 721: | ||
|description= | |description= | ||
*Rerere 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. | *Rerere 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. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Hack n' Slash</font>====== | ======<font style="visibility:hidden" size="0">Hack n' Slash</font>====== | ||
{{MoveData | {{MoveData | ||
Line 682: | Line 740: | ||
|guard=Unblockable: 175000 | |guard=Unblockable: 175000 | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=5 | |startup=5 | ||
|active=48 | |active=48 | ||
Line 687: | Line 746: | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
|description=*Whiff Total | |description=*Whiff Total 40F | ||
*HackNSlash is a "proximity unblockable" which actually just functions as a handy command grab. The move activates(or whiffs) on the first frame, and will hit the opponent even if they jump. Can be followed into good damage in the corner. Also even though you treat it like a command grab, HackNSlash is burstable. | *HackNSlash is a "proximity unblockable" which actually just functions as a handy command grab. The move activates(or whiffs) on the first frame, and will hit the opponent even if they jump. Can be followed into good damage in the corner. Also even though you treat it like a command grab, HackNSlash is burstable. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Going My Way</font>====== | ======<font style="visibility:hidden" size="0">Going My Way</font>====== | ||
{{MoveData | {{MoveData | ||
Line 696: | Line 756: | ||
|input=j.236H | |input=j.236H | ||
|image=GGXRD_Faust_GoingMyWay.png | |image=GGXRD_Faust_GoingMyWay.png | ||
|caption= | |caption=GOOOINNG MYY WAAAAAAAAY! | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 706: | Line 766: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=11 | |startup=11 | ||
|active=28 | |active=28 | ||
Line 715: | Line 776: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">What Could This Be?</font>====== | ======<font style="visibility:hidden" size="0">What Could This Be?</font>====== | ||
{{MoveData | {{MoveData | ||
Line 730: | Line 792: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 736: | Line 799: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*Faust's | *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. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">From the Front/Behind/Above</font>====== | ======<font style="visibility:hidden" size="0">From the Front/Behind/Above</font>====== | ||
{{MoveData | {{MoveData | ||
Line 744: | Line 809: | ||
|input=214P/K/S | |input=214P/K/S | ||
|image=GGXRD_Faust_FromThe.png | |image=GGXRD_Faust_FromThe.png | ||
|image2=GGXRD_Faust_FromThe2.png | |||
|caption= | |caption= | ||
|data= | |data= | ||
Line 756: | Line 822: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=63 | |startup=63 | ||
|active=2 | |active=2 | ||
Line 773: | Line 840: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=63 | |startup=63 | ||
|active=2 | |active=2 | ||
Line 790: | Line 858: | ||
|guard=High | |guard=High | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=52 | |startup=52 | ||
|active=Until Landing | |active=Until Landing | ||
Line 799: | Line 868: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Spear Point Centripetal Dance</font>====== | ======<font style="visibility:hidden" size="0">Spear Point Centripetal Dance</font>====== | ||
{{MoveData | {{MoveData | ||
Line 814: | Line 884: | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=17 | |startup=17 | ||
|active=4 | |active=4 | ||
Line 820: | Line 891: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*236S is a core special for combos | *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 | *236S will combo after 5H, 2H, and 6H | ||
*If you release at the fastest possible time, this move is -21 on block. | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Pogo Movement</font>====== | ======<font style="visibility:hidden" size="0">Pogo Movement</font>====== | ||
{{MoveData | {{MoveData | ||
Line 842: | Line 916: | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=4 | |startup=4 | ||
|active=3 | |active=3 | ||
Line 852: | Line 927: | ||
|version=Backward | |version=Backward | ||
|subtitle=44 | |subtitle=44 | ||
|damage= | |damage=24 | ||
|tension=50 / 360 | |tension=50 / 360 | ||
|risc=7 | |risc=7 | ||
Line 859: | Line 934: | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=4 | |startup=4 | ||
|active=3 | |active=3 | ||
Line 876: | Line 952: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman=Y | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 886: | Line 963: | ||
|version=Doctor-Copter | |version=Doctor-Copter | ||
|subtitle=8 | |subtitle=8 | ||
|damage= | |damage=20×n | ||
|tension=150 / 360 | |tension=150 / 360 | ||
|risc=7 | |risc=7 | ||
Line 893: | Line 970: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=21 | |startup=21 | ||
|active=68 | |active=68 | ||
Line 910: | Line 988: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman=Y | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 923: | Line 1,002: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Pogo Attacks</font>====== | ======<font style="visibility:hidden" size="0">Pogo Attacks</font>====== | ||
{{MoveData | {{MoveData | ||
Line 931: | Line 1,011: | ||
|image2=GGXRD_Faust_PogoAttacks2.png | |image2=GGXRD_Faust_PogoAttacks2.png | ||
|caption2= | |caption2= | ||
|image3=GGXRD_Faust_PogoAttacks3.png | |||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 942: | Line 1,023: | ||
|guard=High | |guard=High | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=10 | |startup=10 | ||
|active=3 | |active=3 | ||
Line 959: | Line 1,041: | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=7 | |startup=7 | ||
|active=6 | |active=6 | ||
Line 976: | Line 1,059: | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=24 | |startup=24 | ||
|active=10 | |active=10 | ||
Line 993: | Line 1,077: | ||
|guard=Low | |guard=Low | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=16 | |startup=16 | ||
|active=2 | |active=2 | ||
Line 1,010: | Line 1,095: | ||
|guard=Low | |guard=Low | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=32 | |startup=32 | ||
|active=10 | |active=10 | ||
Line 1,020: | Line 1,106: | ||
|version=Going My Way | |version=Going My Way | ||
|subtitle=H | |subtitle=H | ||
|damage= | |damage=12×4 | ||
|tension=200 / 360 | |tension=200 / 360 | ||
|risc=6 | |risc=6 | ||
Line 1,027: | Line 1,113: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=13 | |startup=13 | ||
|active=28 | |active=28 | ||
Line 1,044: | Line 1,131: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman=YR | |||
|startup=9 | |startup=9 | ||
|active= | |active= | ||
Line 1,057: | Line 1,145: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Love</font>====== | ======<font style="visibility:hidden" size="0">Love</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,072: | Line 1,161: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=21 | |startup=21 | ||
|active=Until Landing (15)3 | |active=Until Landing (15)3 | ||
|recovery=Total | |recovery=Total 43 | ||
|frameAdv= | |frameAdv= | ||
|inv= | |inv= | ||
Line 1,081: | Line 1,171: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Taunt (Face FLASH!)</font>====== | ======<font style="visibility:hidden" size="0">Taunt (Face FLASH!)</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,096: | Line 1,187: | ||
|guard=Mid | |guard=Mid | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=55 | |startup=55 | ||
|active=92 | |active=92 | ||
Line 1,107: | Line 1,199: | ||
<br clear=all/> | <br clear=all/> | ||
==Items== | |||
======<font style="visibility:hidden" size="0">Donut/Chocolate</font>====== | ======<font style="visibility:hidden" size="0">Donut/Chocolate</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,122: | Line 1,214: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=50 | |startup=50 | ||
|active=194 | |active=194 | ||
Line 1,146: | Line 1,239: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=13 | |startup=13 | ||
|active=41 | |active=41 | ||
Line 1,169: | Line 1,263: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=45 | |startup=45 | ||
|active= | |active= | ||
Line 1,175: | Line 1,270: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 1,192: | Line 1,287: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=131 | |startup=131 | ||
|active=12 | |active=12 | ||
Line 1,215: | Line 1,311: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=196~ | |startup=196~ | ||
|active=0 | |active=0 | ||
Line 1,224: | Line 1,321: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Poison</font>====== | ======<font style="visibility:hidden" size="0">Poison</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,238: | Line 1,336: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=85 | |startup=85 | ||
|active=50 | |active=50 | ||
Line 1,261: | Line 1,360: | ||
|guard=All,Unblockable | |guard=All,Unblockable | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=13 | |startup=13 | ||
|active=43,1 | |active=43,1 | ||
Line 1,267: | Line 1,367: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 1,287: | Line 1,387: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,304: | Line 1,405: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=11 | |startup=11 | ||
|active=20 | |active=20 | ||
Line 1,310: | Line 1,412: | ||
|inv= | |inv= | ||
|description= | |description= | ||
*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, Meteors | |||
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 | |||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Jump Pad</font>====== | ======<font style="visibility:hidden" size="0">Jump Pad</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,327: | Line 1,437: | ||
|guard=Unblockable | |guard=Unblockable | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=87 | |startup=87 | ||
|active=196 | |active=196 | ||
Line 1,333: | Line 1,444: | ||
|inv= | |inv= | ||
|description= | |description= | ||
* | *The jump pad will fall to the ground, and will launch either player if they touch it. Also, both players can be launched simultaneously if they are both touching the pad when activated. On hit it'll launch one high into the air in an untechable state. If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics. | ||
*If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated. | *If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated. | ||
}} | }} | ||
Line 1,351: | Line 1,462: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,374: | Line 1,486: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|startup= | |roman= | ||
|active= | |startup=112 | ||
|active=425 | |||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
Line 1,385: | Line 1,498: | ||
<br clear=all/> | <br clear=all/> | ||
==Overdrives== | |||
======<font style="visibility:hidden" size="0">Stimulating Fists of Annihilation</font>====== | ======<font style="visibility:hidden" size="0">Stimulating Fists of Annihilation</font>====== | ||
{{MoveData | {{MoveData | ||
Line 1,405: | Line 1,518: | ||
|guard=Low | |guard=Low | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup=11+1 | |startup=11+1 | ||
|active=80 | |active=80 | ||
Line 1,435: | Line 1,549: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman=YRP | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,452: | Line 1,567: | ||
|guard= | |guard= | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup= | |startup= | ||
|active= | |active= | ||
Line 1,457: | Line 1,573: | ||
|frameAdv= | |frameAdv= | ||
|inv=1~6 Strike | |inv=1~6 Strike | ||
|description=*Normal Version Item startup at 7,17,27,42 | |description=*Normal Version Item startup at 7,17,27,42 (throws items) | ||
*100% Version Item startup at 4,8,12,16,20,24,28,32,36,40 | *100% Version Item startup at 4,8,12,16,20,24,28,32,36,40 (throws LOTS of items) | ||
*Faust generally uses meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use one. | *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. | *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. | |||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==[[GGXRD/Offense#Instant Kill|Instant Kill]]== | |||
{{MoveData | {{MoveData | ||
|name=This is...me? | |name=This is...me? | ||
Line 1,483: | Line 1,598: | ||
|guard=All | |guard=All | ||
|cancel= | |cancel= | ||
|roman= | |||
|startup=9+8[5+5] | |startup=9+8[5+5] | ||
|active=6 | |active=6 | ||
Line 1,490: | Line 1,606: | ||
|description=*[ ] Indicates during Hell Fire | |description=*[ ] Indicates during Hell Fire | ||
*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) | *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] | |||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
---- | ---- | ||
{{CharLinks | |||
|charMainPage=GGXRD/Faust | |||
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd_FA.html | |||
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/289-faust/ | |||
}} | |||
{{Navbar-GGXRD}} | {{Navbar-GGXRD}} | ||
[[Category:Guilty Gear]] | |||
[[Category: | [[Category:Guilty Gear Xrd -SIGN-]] | ||
[[Category:Faust]] |
Revision as of 19:29, 14 March 2018
Faust |
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Defense Modifier: x1.00 Guts Rating: 0 Stun Resistance: 65 Jump Startup: 3F Backdash Time: 13F Backdash Invincibility: 1-7F
|
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
- 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 drill kick and corner control using anti-airs and items
- Very strong anti-air and air-to-air attacks
- Invincible 5D combined with YRC
- Weird hitbox
- Has a crawl to low profile
Weaknesses
- Low defense and large hitbox in hitstun means he dies relatively quickly
- Random items lead to inconsistent reward
- Has limited options on defense such as:
- 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 suffer lengthy recoveries and many can be low profiled easily
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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