GGXRD/Faust/Strategy

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< GGXRD‎ | Faust


Getting Started

Anti-Air

Faust has widest cover of anti-air options in the game. Showing your opponent that it is very risky for them to jump at you is the first step to establishing Faust's game plan and if you slack on anti-airs, the opponent will have a much easier time avoiding your f.S, getting in on you, and escaping corner pressure.

  • 6P: This anti-air has upper-body invincibility, hits the highest, and gives the highest reward on counter hit. It hits fairly far out in front of you, so beware of opponents going past it and behind you. On counter-hit, you will have a lot of time to confirm that your opponent is hit and continue to combo them with an air combo. Always cancel this move into a special move, as you will be vulnerable if the opponent blocks it on the ground. If you cancel into item toss (236P), not only will you get an item, but you will also be able to continue the combo if the opponent is in counter hit state. If you cancel into pogo slam (236S) and the opponent is in counter hit state, depending on the height, the pogo slam will whiff on the opponent and you will be able to combo into going my way for a hard knockdown. (H follow up to 236S)
  • 5K: This anti-air stays active for a long time and has very little recovery. It is safer to whiff than 6P, but it also extends your hitbox upwards and doesn't hit below, making you vulnerable if badly spaced. On regular hit, you can jump cancel it to start an air combo and on counter hit, it will send your opponent flying across the screen and wallstick if they are close enough to the corner. It is more difficult to combo from on counter hit. Use this anti-air when you want to cover space and are afraid of whiffing 6P.
  • 2K: This anti-air hits very low, but also shrinks Faust to become very short. It is very active and recovers extremely fast, so it is very good to whiff. On hit, jump cancel it to start an air combo. Use this move against opponents if they are too close to the ground to hit with 6P or 5K, or if they are trying to beat your anti-airs by using their jump-in attacks very early.

Ground Game

Once the opponent respects your anti-air game, you must either gain advantage with items, punish the opponent for trying to advance on the ground or force them back into the air. There are three main ranges to consider.

  • Far Range: This is from full screen to fishing pole (41236K) range.
    • Item toss (236P): Use this to possibly gain advantage with an item and bait the opponent into making a move. A common pattern is to use fishing pole (41236K) right after recovering from item toss. When you use this pattern, you aim to be outside of the opponent's airdash range, so they must run a little bit before they can cover the distance in the air. Fishing pole will tend to hit the opponent starting the run. If the opponent doesn't fall for this, you can see what item you get and cover some distance to get into mid range.
  • Mid Range: This is from the end of far range to the end of 5K's range.
    • f.S: The notorious f.S. It covers a very good distance and has fairly decent recovery. Cancel into item toss (236P) to possibly gain screen advantage, fishing pole (41236K) to push the opponent out and possibly catching late jumping, or pogo slam (236S) to catch mashers trying to punish your item toss. It is vulnerable to Millia's run, slides and most 6Ps with upper body invincibility. To deal with slides, see 2H and super jump back bag. To deal with 6Ps, see 2H. It also combos into pogo slam on counter-hit.
    • 2H: The lower complement to f.S. It has slower start up, but hits much lower to the ground and combos into fishing pole (41236K) on counter hit. You can use this to counter hit slides and 6Ps for a fishing pole combo.
    • Super jump back bag (J236P): This can be used to turn an opponent's approach in your favor. It is very hard to hit out of the air and also puts you at advantage if the opponent blocks it. It also hits slides quite nicely. Be careful about using it too close to the opponent though, if you both block it you won't be at an advantage and if the opponent jumps into you while you're throwing it, it could hit you and not the opponent.
    • 5K: Quick "Get-off me" move. If it trades with the opponent's attack, they will be sent flying across the screen due to counter-hit.
  • Close Range: Anything closer than 5K's range is close range.
    • 5P: Your fastest move, covers air slightly and has good range for its speed. On counter-hit, it combos into 2H and 2D, and on crouching, it combos into 2D. 5P>2H is also a frame-trap, so you can use the string 5P>2H>fishing pole to not only push away opponents, but also hit them if they are counter-hit during any part of the string. It is vulnerable to Millia's run, Sol's 2D and some other low profiling moves.
    • 2P: The lower complement to 5P.
    • 6P: If you trade with this move, you get a very nice counter-hit
    • 2K: This move prevents opponents from running into you.

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.
  • Items: The items dictate the pace of the match. You'll want to throw them out after knockdowns or from a safe distance away. The items will force the opponent to react and modify their game plan as long as the item is out.

Guilty Gear Xrd -SIGN-e
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