Overview
Faust, known as Dr. Baldhead in this game, makes his debut as a monster of a character who's unreasonably versatile for his intended archetype. Not to fret; he's also like this in other Guilty Gear games, so this is just the beginning of an innocent fact of reality that people have been forced to come to terms with instead of some silly ML screw-up.
However, Baldhead does indeed play more the serial killer part to Faust's zany doctor. While still sporting the incredible buttons and low profile as his future self, Baldhead is blazing fast and can uniquely enforce mixups that most of the ML cast are noticeably lacking. This isn't typically necessary of him since he can infinite you much like everyone else, but the more the merrier. The speed and normals are frankly more than enough to make Baldhead a menace against a majority of the cast, especially in a one-touch game like ML.
Baldhead is, unlike Faust, a speeding bullet of destruction who functions best at mid-to-close range.
- Godlike Normals: Baldhead has arguably the best normals in the game, with his moves like 2S and f.S being fast, disjointed, and leading to infinites.
- Aerial Offense: Baldhead possesses a longer and slower airdash than the rest of the cast, allowing for prolonged aerial offense which pairs well with GMW for a safe way to land and potentially continue pressure on the ground.
- Good Conversions: 2S and 2H are some of the furthest-reaching ground normals, giving Baldhead the furthest-reaching charge cancel infinite.
- Low-Profiling Crouch: Baldhead is the character with the shortest crouching hurtbox in the game, allowing him to avoid a lot of attacks by simply ducking under them. Most notably
Justice's Gamma Ray.
- Matchups Against Top Tiers: in Missing Link, matchups usually matter more than raw strength, given the accessibility of infinites. Baldhead's reach and low profile traits help him navigate matchups against dominant characters while retaining the grime that most characters have.
- Grabs: With the largest throw range in the game alongside Re-re-re no Tsuki, you can enforce resets and punish the tiniest gaps in blockstrings wherever you wish.
- N/A: While Baldhead has some smaller issues like janky hitboxes, no projectile, and mediocre guard cancels, he has no weaknesses that heavily affect him compared to other characters.
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 7 | 4 | 9 | -5 | +2 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 4 | 14 | 6 | -11 | -4 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9,2 | All | 8 | 14 | 13 | -14 | -2 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
12 | All | 12 | 4 | 21 | -16 | -4 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | All | 10 | 8 | 17 | -12 | +6 | none |
Fierce Strike
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Mid | 2 | 7 | 25 | -25 | -20 | none |
Decent anti-air. Although this move appears big, it actually seems to have a very small hitbox. However, it's his only air unblockable option, so it has to be used under some circumstances.
- Air unblockable
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | Low | 7 | 5 | 11 | -10 | -2 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7x3 | All | 11 | 4,4,8 | 9 | -10 | +2 | none |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 5 | 3 | 20 | -15 | -3 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Low | 16 | 21 | 14 | -13 | -8 | none |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Overhead | 9 | 4 | 5 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Overhead | 8 | 14 | 4 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | Overhead | 5 | 4 | 13 | none |
j.H
Universal Mechanics
Dust Attack
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | Throw | 1 | N/A | N/A | N/A | -15 | none |
Instant Kill
What Goes Up Must Go Down to Hell
Specials
Souten Enshin Ranbu
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7x2 | All | 10 | 12 | 8 | +2 | 0 | none |
Going My Way
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Going My Way | 8 | All | 24 | 26 | 20 | -3 | -28 | none |
Aerial Going My Way | 8 | All | 1 | 25 | 4 | none |
Dr. Baldhead launches himself off of his scalpel and zips across the stage. This special covers a decent amount of air-space and comes out quickly enough to catch your opponent off-guard. Doing 66 during startup causes Baldhead to fly further forwards.
The air version is an incredibly powerful and versatile tool in Baldhead's arsenal. It has very little recovery and leaves Baldhead fully air active once it's done, allowing him to move around in the air while being an active hitbox and mixup his air movement. It can also be used to get extra damage out of air hits. It also has no landing recovery, meaning he can use it to land faster and even TK it for unseeable left/rights.Re-re-re no Tsuki
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | All | -21 | +6 | none |
Hack 'n Slash
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
~18? idk | All | 14 | [6(2)]x8,5 | 30 | -17 | -17 | none |
High damage special that works well as a close-range combo-ender. This move can also be charged by holding 623[R].
Unlike most chargeable specials, this one doesn't gain better hitboxes or properties. Instead it just gains additional damage. The Level 3 version does some really great damage, and is fairly accessible thanks to Baldhead's fast charge time. Useful for chip damage and combo ending if you aren't going for an infinite.
You can walk forwards and backwards while using it.Pogo Stance
Moves accessed through Souten Enshin Ranbu.
Forward Movement
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 1 | 20 | 6 | +2 | 0 | none |
Backward Movement
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
All | 1 | 20 | 6 | +2 | 0 | none |
Above
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
18 | All | 11 | 15 | 5 | -12 | none |
Below
Supers
Mad Operation
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
45 | Throw | N/A | -38 | none |
One of the few command grabs in Missing Link. Baldhead slams the opponent onto an operating table and performs surgery on them. As a fairly traditional command grab, this super is instant and unblockable but has very short reach so you need to be extremely close to your opponent in order to land it.
Deals a fair amount of damage but doesn't lead to pressure, making it best used when it will kill.