Faust |
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Defense Modifier: x1.00 Guts Rating: 1 Stun Resistance: ?? Jump Startup: 3F Backdash Time: 13F Backdash Invincibility: 1-7F
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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
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
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