GGXRD/Faust: Difference between revisions

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!Faust
!Faust
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||{{CharData-GGXRD
||{{CharData-GGXRD
|defense=x1.00
|defense=x1.00
|guts=1
|guts=0
|stun=??
|stun=65
|jumpStartup=3F
|jumpStartup=3F
|backdashTime=13F
|backdashTime=13F
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;Movement Options
;Movement Options
:Double Jump, 1 Air Dash, Dash Type: Run
:Double Jump, 1 Air Dash, Dash Type: Run
;Full Frame Data
: [[GGXRD/Faust/Frame Data]]
|}
|}
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{{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/
}}
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==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
===Strengths===
*Great range on many normals
*Great range on many normals
*Random items keeps opponent guessing
*Random items keeps opponent guessing
*A Spacing character with a command grab (or close enough to one)
*Strong mix up with an instant overhead, proximity unblockable, multi-hit jump cancellable low
*Drill cancel jumping kick instant overhead
*Strong pressure with most moves being jump cancellable, huge blockstun on drill kick and corner control using anti-airs and items
*Has a grab bag of good anti-air and air-to-air attacks
*Very strong anti-air and air-to-air attacks
;Weaknesses
*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 keep you guessing
*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==
==Move List==
: ''See also: [[Faust Frame Data (GGXRD)|Faust Full Frame Data]]''
===Normal Moves===
======<font style="visibility:hidden" size="0">5P</font>======
======<font style="visibility:hidden" size="0">5P</font>======
{{MoveData
{{MoveData
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|data=
|data=
{{AttackData-GGXRD
{{AttackData-GGXRD
  |damage=38
  |damage=34
  |tension=264
  |tension=264
  |risc=7
  |risc=7
  |prorate=
  |prorate=Initial: 90%
  |level=2
  |level=2
  |guard=Mid
  |guard=Mid
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  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">5H</font>======
======<font style="visibility:hidden" size="0">5H</font>======
{{MoveData
{{MoveData
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  |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
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|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=80
  |damage=70
  |tension=384
  |tension=384
  |risc=6
  |risc=6
  |prorate=
  |prorate=Initial: 90%
  |level=4
  |level=4
  |guard=High
  |guard=High
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  |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
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  |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
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<br clear=all/>
<br clear=all/>


===Universal Mechanics===
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
======<font style="visibility:hidden" size="0">Ground Throw</font>======
{{MoveData
{{MoveData
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<br clear=all/>
<br clear=all/>


===Special Moves===
==Special Moves==
======<font style="visibility:hidden" size="0">Rerere Thrust</font>======
======<font style="visibility:hidden" size="0">Rerere Thrust</font>======
{{MoveData
{{MoveData
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  |guard=
  |guard=
  |cancel=
  |cancel=
  |roman=YRP
  |roman=Y
  |startup=
  |startup=
  |active=
  |active=
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  |guard=
  |guard=
  |cancel=
  |cancel=
  |roman=YRP
  |roman=Y
  |startup=
  |startup=
  |active=
  |active=
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  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
  |description=*Whiff Total 34F
  |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
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|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 752: 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
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|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=
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  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Spear Point Centripetal Dance</font>======
======<font style="visibility:hidden" size="0">Spear Point Centripetal Dance</font>======
{{MoveData
{{MoveData
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  |description=
  |description=
*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.  
*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.  
*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.
*If you release at the fastest possible time, this move is -21 on block.
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  |version=Backward
  |version=Backward
  |subtitle=44
  |subtitle=44
  |damage=40
  |damage=24
  |tension=50 / 360
  |tension=50 / 360
  |risc=7
  |risc=7
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  |version=Doctor-Copter
  |version=Doctor-Copter
  |subtitle=8
  |subtitle=8
  |damage=13×n
  |damage=20×n
  |tension=150 / 360
  |tension=150 / 360
  |risc=7
  |risc=7
Line 984: 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
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  |version=Going My Way
  |version=Going My Way
  |subtitle=H
  |subtitle=H
  |damage=16×4
  |damage=12×4
  |tension=200 / 360
  |tension=200 / 360
  |risc=6
  |risc=6
Line 1,136: Line 1,164:
  |startup=21
  |startup=21
  |active=Until Landing (15)3
  |active=Until Landing (15)3
  |recovery=Total 39
  |recovery=Total 43
  |frameAdv=
  |frameAdv=
  |inv=
  |inv=
Line 1,143: 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 1,170: Line 1,199:
<br clear=all/>
<br clear=all/>


===Items===
==Items==
======<font style="visibility:hidden" size="0">Donut/Chocolate</font>======
======<font style="visibility:hidden" size="0">Donut/Chocolate</font>======
{{MoveData
{{MoveData
Line 1,292: Line 1,321:
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Poison</font>======
======<font style="visibility:hidden" size="0">Poison</font>======
{{MoveData
{{MoveData
Line 1,384: Line 1,414:
*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.
*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:
*The following attacks will set off the oil:
     Faust: Love, Bomb
     Faust: Love, Bomb, Meteors
     Potemkin: Trishula
     Potemkin: Trishula
     Elphelt: Berry Pine, Genoverse (When blocked or hit)
     Elphelt: Berry Pine, Genoverse (When blocked or hit)
Line 1,392: Line 1,422:
  }}
  }}
}}
}}
======<font style="visibility:hidden" size="0">Jump Pad</font>======
======<font style="visibility:hidden" size="0">Jump Pad</font>======
{{MoveData
{{MoveData
Line 1,456: Line 1,487:
  |cancel=
  |cancel=
  |roman=
  |roman=
  |startup=
  |startup=112
  |active=
  |active=425
  |recovery=
  |recovery=
  |frameAdv=
  |frameAdv=
Line 1,467: Line 1,498:
<br clear=all/>
<br clear=all/>


===Overdrives===
==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 1,551: Line 1,582:
<br clear=all/>
<br clear=all/>


===[[Offense (GGXRD)#Instant Kill|Instant Kill]]===
==[[GGXRD/Offense#Instant Kill|Instant Kill]]==
{{MoveData
{{MoveData
|name=This is...me?
|name=This is...me?
Line 1,579: Line 1,610:
}}
}}
<br clear=all/>
<br clear=all/>
==Strategy==
===General Tactics===
===Tips and Tricks===
*'''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.
==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
*5D > 8 > j.HS, HS, S, P, K > JC > j.K, S, HS
*Against Chipp use: 5D > 8 > j.HS, K, S, P, K > JC > j.K, S, HS
*(drill cancel) j.K jc j.2K micro dash 5P > 2S > 2H > 236S~H > 236P
*(Crouching)(drill cancel) j.k > JC > j.2K > 5P > 2D easier, but requires crouching
*(Crouching) 5P > c.5S > 5P > 2D
*(corner) 214H > 5K > 2S > j.K jc j.K > j.S > j.H
*(corner)5D > 6 > c.5S > 5HS (3 Hits) > c.5S > 2S > 2HS > 236S > 236S~H
*(corner)5D > 6 > c.5S > 2HS > 6P > c.5S > 2HS > 236S > 236S~H
*Ground Throw > micro dash 2H > 236P can be done without the microdash in the corner.
*(anti air) 5K jc j.K jc j.K > j.S > j.H
*(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
----
----
{{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:Guilty Gear Characters]]
[[Category:Guilty Gear Xrd -SIGN-]]
[[Category:Faust]]

Revision as of 19:29, 14 March 2018

Faust
GGXRD Faust Portrait.png

Defense Modifier: x1.00

Guts Rating: 0

Stun Resistance: 65

Jump Startup: 3F

Backdash Time: 13F

Backdash Invincibility: 1-7F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Full Frame Data
GGXRD/Faust/Frame Data
  

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
GGXRD Faust 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid SJ YRP 6 4 6 2
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid SJ YRP 7 8 11 -5
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid SJ YRP 8 6 6 2
  • 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 it's 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
34 Mid S YRP 10 4 18 -8
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
24×3 Mid S YRP 9 2,2,2 17 -2
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Low S YRP 7 2 7 1
  • 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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12×3 Low SJ YRP 7 3,3,6 5 1
  • 2k has 3 parts that all hit low. It's your best move to use meaty and can be used on occasion as an anti-air. It's the epitome of versatility that really only 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 9 9 12 -7
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Low S YRP 14 2 25 -8
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
13 High / Air CS YRP 7 6 6 -
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
20 High / Air SJ YRP 7 5 18 -
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
32 High / Air S YRP 14 3 20 -
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
50 High / Air S YRP 9 8 12 -
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air S YRP 13 11 21 / 4 Landing Recovery -
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid S YRP 7 3 23 -12
  • 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.
6H
6H
GGXRD Faust 6H.png
Might as well be unblockable.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
70 High S YRP 25 9 45 -35
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
35 All S YRP 12 Until Landing 4 After Landing / 4 Landing Recovery -
  • 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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Low SJ YRP 13 3 23 -12
  • 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
5D
5D
GGXRD Faust 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High - YRP 26 2 15 -3
  • 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


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Faust GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Ground Throw: 78750 - R 1 - - 51
  • 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.
Air Throw
Air Throw
GGXRD Faust AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,55 Air Throw: 192500 - R 1 - - -
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 9 4 20 -10
  • Faust's 6P but fully invincible. Since Faust has little in terms of defense, dead angle can be a frugal use of meter.


Special Moves

Rerere Thrust
Rerere Thrust
41236K
GGXRD Faust Rerere.png
GGXRD Faust Hello.png
GGXRD Faust HelloAgain.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Attack 20 Mid - YRP 21 12 18 -11
Pull Back
Rerere > 4
- - - Y - - - 7
Hello!
Pull Back > 236P
40 Mid - YRP 7 12 12 -
Can't Hear You!
Hello! > 236P
- - - Y - - Total 32 -
Hello Again!
Can't Hear You! > 236P
80 Mid - YRP 43 8 18 -
  • 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.
Hack n' Slash
Hack n' Slash
214H
GGXRD Faust HackNSlash.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16×8 Unblockable: 175000 - YRP 5 48 12 -
  • 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.
Going My Way
Going My Way
j.236H
GGXRD Faust GoingMyWay.png
GOOOINNG MYY WAAAAAAAAY!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18×4 All - YRP 11 28 8 After Landing -

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.

What Could This Be?
What Could This Be?
236P
GGXRD Faust WhatCouldThisBe.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - YRP - - Total 23 -
  • 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.
From the Front/Behind/Above
From the Front/Behind/Above
214P/K/S
GGXRD Faust FromThe.png
GGXRD Faust FromThe2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Front
214P
44 All - YRP 63 2 25 -13
Behind
214K
44 All - YRP 63 2 25 -13
Above
214S
38 High - YRP 52 Until Landing 32 -31
  • All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping forward and holding back in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits overhead. Where the moves really excel lies in the fact that you can YRC them before or after the teleport. This lets you teleport next to your opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.
Spear Point Centripetal Dance
Spear Point Centripetal Dance
236S
GGXRD Faust SpearPointCentripetalDance.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
44 Mid - YRP 17 4 7 3
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Forward
66
40 Mid - YRP 4 3 16 -5
Backward
44
24 Mid - YRP 4 3 16 -5
Small Jump
9
- - - Y - - Total 18 -
Doctor-Copter
8
20×n All - YRP 21 68 25 -
Cancel
2
- - - Y - - Total 24 -21
  • 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 an 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Just A Taste!
P
32 High - YRP 10 3 8 3
Growing Flower
K
36 Mid - YRP 7 6 23 -
Growing Flower (Charged)
[K]
52 Mid - YRP 24 10 23 -
See? I'm a Flower!
S
36 Low - YRP 16 2 7 5
See? I'm a Flower! (Charged)
[S]
48 Low - YRP 32 10 7 2
Going My Way
H
12×4 All - YRP 13 28 23+3 After Landing -23
What Could This Be?
D
- - - YR 9 - Total 17 -
  • 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.
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
1,40 All - YRP 21 Until Landing (15)3 Total 43 -
  • 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.
Taunt (Face FLASH!)
Taunt (Face FLASH!)
Taunt
GGXRD Faust Taunt.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0 Mid - YRP 55 92 56 -
  • Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.


Items

Donut/Chocolate
Donut/Chocolate
GGXRD Faust Donut.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Heal - - - 50 194 - -
  • One of Faust's bad items, donut heals whoever picks it up first. If donut is on the ground you can't throw another item out (without super), so try to play defensive until you can reroll.
  • Sin gains some meat if he picks it up -_-
Hammer
Hammer
GGXRD Faust Hammer.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
44 All - - 13 41 - -
  • Hammer is a decent item that covers air space just above Faust's 6P range. Will sometimes catch approaching opponents and builds good stun. Also getting a hammer after a 6P hit on an aerial opponent lets you continue a combo meterless.
Chibi Faust
Chibi Faust
GGXRD Faust ChibiFaust.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 45 - - -
  • 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.
Bomb
Bomb
GGXRD Faust Bomb.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
80 All - - 131 12 - -
  • Bomb has no hitbox until it explodes, and will hurt you and the other guy. 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, throw him some love and get some pressure, and if they get hit you get to follow up with a combo. Not a bad item to get
Meteors
Meteors
GGXRD Faust Meteors.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36×6 All - - 196~ 0 - -
  • After a short delay, meteors fall from the sky towards your opponent. There is some tracking, but if they jump over or run towards you they've probably avoided it. Either way, try to catch them in whatever they are doing, because you have the field.
Poison
Poison
GGXRD Faust Poison.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 All - - 85 50 - -
  • Only active after startup, Poison... poisons on hit. It has good vertical reach, and it is great for tick throws because it has minimal blockstun. If they do take the poison, it could be frugal to play the lame game until the poison runs out, because it disappears if they hit you.
100 Ton Weight
100 Ton Weight
GGXRD Faust 100TonWeight.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
44,0 All,Unblockable - - 13 43,1 - -
  • 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.
Drum Can
Drum Can
GGXRD Faust DrumCan.png
GGXRD Faust OilCombustion.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Oil - - - - - - - -
Oil Combustion
Set Oil on Fire
80 All - - 11 20 - -
  • 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
Jump Pad
Jump Pad
GGXRD Faust JumpPad.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0 Unblockable - - 87 196 - -
  • 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.
Black Hole
Black Hole
GGXRD Faust BlackHole.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - - - - -
  • Black hole pulls Faust, the opponent, and any items on the field into it. While this can be useful in a few situations, I find it generally just forces Faust into close range with their opponent which against some characters can be a very bad thing. Jumping will be abbreviated, and 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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - - 112 425 - -
  • First character to touch it while it's sitting on the ground has the pitch of their voice elevated. No really, that's it.


Overdrives

Stimulating Fists of Annihilation
Stimulating Fists of Annihilation
236236S
GGXRD Faust StimulatingFists1.png
GGXRD Faust StimulatingFists2.png
GGXRD Faust StimulatingFists3.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30,0,Refer to notes Low - YRP 11+1 80 66 -46
  • Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100,Reaper(Green):140,Reaper(Purple):180,Angel:Upon Self 10(RISC Level 6)
  • The button you press will swap the position of the angel to said button. This can be done many times before they are pick a cup.
  • There is a chance an angel pick will be a reaper anyway.
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
236236P
- - - YRP - - Total 46(Super Freeze 1) -
100%
236236236P
- - - - - - Total 51(Super Freeze 1) -
  • 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 (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.
  • 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 Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+8[5+5] 6 31 -20
  • [ ] 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)
  • 9~22 Full Invuln [5~15 Full]



Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc