Overview
With a unique blend of dominant mid-range zoning, a terrifying command grab, and his signature RNG-powered items, Faust is a hybrid zoner who thrives creating chaos on the battlefield.
Faust's far-reaching pokes make him highly competent at contesting screen space in neutral, while his excellent light normals allow him to hedge against approach at ranges where his larger zoning tools become unwieldy. When he does land a hit, Faust gets a safe opportunity to build advantage with Item TossGuard-Startup26RecoveryTotal 40Advantage-. If he's lucky, items will cover him to toss yet more items, leading to a chaotic game state where he wins... statistically.
Faust can enforce an extremely oppressive strike/throw game with Snip Snip SnipGuardGround ThrowStartup6Recovery41Advantage-, allowing him to run reversal-safe sequences that -- done correctly -- end in a high reward 4-way mixup that is incredibly hard to defend against. Even when the opponent does defend correctly, the ensuing Guard Crush from these sequences can lead into yet another mixup, making the situation after a successful Snip exceptionally advantageous for Faust.
Both Faust's zoning and grappling games are bolstered heavily by his highly favorable item pool, whose uses range from being as simple as screen hazards and HP restoration to tick throws, unreactable left/right 50/50s from fullscreen, and F-ShikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups, among much more. Many Items grant Faust scary mixup opportunities during OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. as well.
Faust is no slouch on defense, either: his reversalGuardAllStartup16+5Recovery48Advantage-32 is slow to use on its own, but with the right timing it can be Roman Cancelled to gain up to 16f of invulnerability, making it one of the stronger reversals in the game. And although his standing and air hurtboxes are larger than most of the cast, his unique movement option in back- and forward Crawl allows him to low profile attacks that most other characters are forced to block, leaving him in a position to whiff punish or present other counterplay.
With meter available, Faust becomes a menace. Item SuperGuard-Startup1+3RecoveryTotal 33AdvantageN/A becomes a straightforward way to win neutral, and Scarecrow
GuardHighStartup50 [69]Recovery36Advantage-32 [-27] PRC Snip allows for near-unreactable fullscreen command grabs that come from either direction. His average damage output becomes a major threat with Roman Cancels, and Item-based mixups are only limited to the player's imagination.
Faust is recommended for players who like to control the neutral game, paired with strong mixup & okizeme, and enjoy subjecting their opponents to very chaotic game states with lots of room for creativity & situational improvisation.
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Damage Received Mod |
×1.02 |
Guts Rating |
0 |
Prejump |
4F |
Backdash |
20/1~5 strike invuln/1~15 airborne |
Unique Movement Options |
Crawl, Steerable Air-Dash |
Fastest Attack |
5P (5F) 2K (5/8F) |
Reversals |
632146H (21F) |
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Pick if you like | Avoid if you dislike |
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Normal Moves
5P
Faust's fastest normal. Deceptively good range for a 5 frame button. Great for challenging small gaps or stuffing approaches in neutral. Can gatling into 6P to confirm into either Item Toss or Mix Mix Mix.
In situations where confirming is not possible or spacing is unfavorable, chaining multiple 5Ps into 2P at max distance creates a neutral situation for Faust.
On grounded Counter Hit, links into 5K > 2D for a hard knockdown, but the window to hit confirm is very tight.
Gatling Options: 5P, 2P, 6P, 6H
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30 | All | 7 | 8 | 8 | -2 |
- Jump and dash cancellable
- Plus on airblock
Strong space control tool. Extremely versatile: useful for counterpoking, anti-airing, and checking forward movement, with high active frames and a low whiff recovery to boot.
Hits all characters crouching, but due to the recessed lower hitbox, Faust will need to be a little closer to catch some of the smaller characters in the roster. +5 when blocked meaty, which combined with its broad cancel options make it a strong okizeme option with lots of item interaction potential.
Faust's hurtbox is incredibly tall during this move, causing this move to lose to certain deep jump-in attacks; however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.
If it stuffs an air approach, it can combo into 6H > K Scarecrow for a guaranteed Item Toss or even wallbreak combo, depending on the proximity to corner. On airblock, dash cancelling leaves Faust very plus, giving him the opportunity to immediately begin pressure.
Because of its speed, reach, and the fact that's it's jump cancellable, it offers up some spicy jump cancel 66BRC punishes where Faust's other options may be lacking. In combos near corner, it's a reliable tool at most gravities to bounce the opponent off the wall.
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Small | +1 | 1500 | 1000 | 300 | 80% |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | All | 8 | 6 | 12 | -1 |
- Jump- and dash cancellable
- Plus on air block
One of Faust's highest reward and go-to pressure starters. Excellent at catching attempts to escape a throw. Routes into some of Faust's highest damage conversions at mid-screen and corner.
On block, Faust has a plethora of options. Gatling options such as f.S, 2S, and 2D allow Faust to Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. an opponent's attempts to challenge out of block, and once an opponent is conditioned to respect the c.S, Faust can start dashing in to do Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s and reset pressure, among other things.
Jump- and dash cancels allow for BRC extensions similar to 5K.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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100% | 3 | Mid | +2 | 2000 | 1000 | 300 | 80% |
- Input Proximity Range: 340
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
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34 | All | 12 | 2 | 20 | -8 |
Faust's longest reaching poke. Excellent zoning & whiff punish tool. Gatlings into 2H at most ranges; however, it will whiff at max range. At this range, options include recovering raw, loosely counterpoking with delayed gatlings, or special cancelling into Item Toss (f.S > Item Toss puts Faust in roughly 24f of punishable CH state, making this option highly situational).
Challenges ground approaches well, but vulnerable to low profiles, jump-ins, and repeated dash blocking. Mix well with low-commitment pokes like 2P, low j.2K, and 5K to avoid becoming predictable.
On Counter Hit, confirms into Thrust at midrange or on crouching opponents at any range. Confirms at all ranges into Mix Mix Mix -- looping is possible at max distance, but it requires 5K > kara MMM to connect.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -5 | 1500 | 1000 | 300 | 80% |
5H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
5H | 40 | All | 13 | 8 | 18 | -7 | |
5HH | 60 | 27 | 3 | 27 |
- Pressing
again after a successful grounded hit will perform a follow-up attack that scores a hard knockdown (+46*)
- Opponent will immediately be pulled up and toward Faust, but can still burst or be hit by projectiles
- Followup can sometimes fail to activate at max. 5H range
A slow but dominant attack with a disjointed hitbox and significant pushback on block. Useful as a Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. from attacks like c.S and 2S.
5H is a very strong preemptive counterpoke in and around max 2P range, with its disjointed hitbox, high amount of active frames, and complete lack of hurtbox extension on startup. The high hitbox placement means it can also hedge well against most IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. approaches, though it is vulnerable to low profile attacks. Fairly high recovery on whiff, but very safe on block due to enormous pushback. This pushback makes 5H a strong countermeasure to dash blocking, forcing opponents to take risks to approach or be sent back to where they started.
On Counter Hit, confirms consistently into Thrust. On regular hit, the hard knockdown from 5HH gives Faust enough time to Item Toss and still be plus (+34*), or even toss two items and be slightly negative (-6*). In the corner, 5HH leads to a very high wall bounce, leading to many of Faust's highest damage wallbreak combos.
* Frame advantage includes launch travel time from midscreen and can vary significantly. Advantage is significantly higher with wallbounce, two item tosses will be plus. If the follow is performed at higher combo decay than from raw 5H, can be slightly more minus.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
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CH Type
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On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5H | 90% | 4 | Large | -4 | 2500 | 1000 | 300 | 80% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
5HH | HKD +46 [HKD +85] | 2000 | 700 |
5HH:
- Values in [ ] are for the Wall Bounce version - will vary significantly depending on distance from the wall.
- Despite the listed 27f startup, Faust will begin pulling back the opponent immediately upon activating the Followup.
- The opponent can be hit by projectiles (likely Faust's own items) during the startup, which will knock them out of the animation, and the followup hit will whiff.
- If the opponent bursts at the top of the pull back, they will sideswap.
- Faust is unable to take any action during the startup of the followup, including Roman Cancels, and so is completely unable to avoid this sideswap.
5D
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Uncharged | 40 | High | 20 | 3 | 26 | -15 | |
Charged | 50 | High | 28 | 3 | 26 | -10 |
- Uncharged Dust
- Uncharged dust on-hit is 0 or neutral frame advantage and causes float
- Causes 80% proration on-hit
Universal overhead attack with a tight window to react. Conversions after hit only possible with meter or Items in play. Can be rotated with 2D out of 5K, 2K, or c.S for a high/low mixup.
Striking certain items with this attack before they hit the ground will bat them towards your opponent, with questionable benefit depending on the item.
- Charged Dust
- Charged dust leads to soft knockdown (+36).
- Holding up during the hitstop frames of charged dust will activate homing jump:
- Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
- Pressing any attack twice without jump/airdash cancel will activate the homing jump finisher, causing a hard knockdown (+23).
- Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
Similar to the uncharged version, but slower and more easily reactable with much higher reward on hit. Useful while items are in play to lock the opponent down or hide the attack with visual noise.
Faust's 5[D] can also reflect certain projectiles, though this seems to be more of a fun bonus effect than an actually useful mechanic. The long start-up and short reflect window makes it difficult to time properly, and most "successful" reflects net Faust little to no benefit at all.
Faust 5[D] Reflectable Projectiles Table | |
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Character | Move |
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Note: For call 13C |
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Note: Any damage destroys these projectiles, though 5[D] does actually reflect shurikens |
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Note: For Dragon Install |
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Note: All strikes destroy this projectile, but 5[D] can reflect it too, if timed properly. |
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Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Uncharged | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
Uncharged:
- Hitstop on block: 20F
- Hitstop on ground hit: 16F
- Floating crumple on ground hit: Total 28F (airborne 1~11F, standing 12~28F, can block 19~28F)
- R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
Charged:
- Hitstop on block: 20F
- Hitstop on raw hit: 45F
- Properties for opponent on block follow Level 4 rules.
- R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
- Wall Damage in ( ) refers to if opponent is touching the wall.
- Wall Damage when hit raw is increased to 700 (900).
- Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
- Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | Low | 7 | 2 | 11 | -3 | F4~12 Low Profile |
Low poke that leaves Faust even on hit. Plays an important role in Faust's zoning game, as its speed and recovery makes it a low risk way to stuff approaches. Can be used as a hedge to challenge the ground while leaving yourself available to react to jump-in attacks.
Significantly advantageous on Counter Hit, giving Faust the opportunity to fish for further CHs with pokes like f.S, or to reposition.
On defense, Faust can also use this to end strings from abareAn attack during the opponent's pressure, intended to interrupt it. 5P if 5P > 6P is difficult to confirm.
Gatling Options: 6P, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | 0 | 375 | 1500 | 300 | 80% |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
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12×3 | All, Low, Low | 5 | 2(1)3,3 | 12 | -2 |
- 3 hits total (Mid, Low, Low)
- 1st hit directly above Faust's head, will usually whiff at non-point blank ranges (effectively 8f startup)
- Gatling into 2D has a fixed 1f gap
Faust's go-to low option in pressure. Situational anti-air for opponents directly above Faust's head in cases where 6P whiffs and 2S is too slow.
Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Gatlings into 2D as a knockdown confirm or canned Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own..
Slightly minus on block. See the strategy page for details on Post-2K RPS.
Gatling Options: 6P, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90%, 70%, 70% | 1 | Small | +1 | 300×3 | 1000 | 100×3 | 80% |
- Frontal hitbox appears on frame 8 and changes to a lower and slightly longer hitbox in the last 3 active frames
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | All | 11 | 9 | 26 | -19 |
High reward anti-air. Launches on grounded hit. A go-to Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. and combo option from c.S, converts into Mix Mix Mix on regular hit and 5K on counter hit. Relatively slow startup, with disjoint only later in the animation, so it can be liable to trade.
Hitbox appears on both sides of Faust, useful for catching ambiguous jump-ins directly above Faust's head where 6P is liable to whiff -- however, its slow startup often forces Faust to use it preemptively, and its whiff recovery leaves Faust highly vulnerable. Beware of observant players baiting this out.
Cannot be counterpoked by 6P, but can easily whiff in corner if the opponent FDFaultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.s a starter c.S.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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90% | 2 | Mid | KD +28 | 1500 | 1000 | 300 | 60% |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
40 | Low | 14 | 2 | 29 | -12 |
A far-reaching unreactable low that challenges grounded movement. Vulnerable to jumps.
Cancelling into item toss on block is -22, which is unsafe at most spacings in most matchups. If left to recover on it's own, it's only -12.
If the opponent doesn't crouch block much at a distance, letting it rock instead of a Gatling from f.S may be the way to go. Late cancelling into Mix Mix Mix or Thrust on block may catch opponents moving in to capitalize on the plus frames.
On hit, it's possible to 66RRC cancel into Mix Mix Mix or Scarecrow PRC c.S to combo from a distance.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | KD +22 | 1875 | 1000 | 300 | 80% |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
35 | Low | 12 | 3 | 18 | -4 |
A typical sweep that grants a hard knockdown. Similar in some ways to 2H as a neutral poke, dealing with approaches like run-up 6P while being less committal on block or whiff. On Counter Hit, routes into a loopable Mix Mix Mix.
Confirming 2K into 2D > Item Toss is a core way to set up Faust's pressure, as he will still have time to meaty after throwing an item. Can optionally add an OTG 2H before the Item Toss to send opponents fullscreen, sacrificing up-close okizeme for advantageous neutral.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | HKD +49 | 1500 | 1000 | 300 | 80% |
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
35 | All | 9 | 3 | 32 | -21 | 1-4 Upper Body 5-11 Above Knees |
Dominant anti-air option with lots of upper body invuln. Routes into Mix Mix Mix on hit. Liable to cross under an opponent from an air CH, which can be avoided by delaying Mix Mix Mix or steering appropriately.
On mid- to close-range airblock, pops opponent up and leads to an airblocked Mix Mix Mix, which is plus. At further distances, the opponent may fall to the ground before Mix Mix Mix connects, so spacing should be confirmed before cancelling. On ground block, it can loosely frame trap into Mix Mix Mix (3f gap point blank).
The forward hitbox struggles to cover behind Faust, and will often whiff on deep airdashes that pass over Faust's head or approaches from directly above such as Chipp's j.2K. In these cases, 2K or situationally 2S will often be more effective.
Faust's 6P has a longer recovery compared to other characters, so its use as a counterpoke in neutral is limited.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | KD +21 | 1500 | 1000 | 500 | 60% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
60 | High | 25 | 9 | 44 | -34 |
- Staggers on grounded hit
- Huge aerial hitbox
- Will typically hit on frame 28 against grounded opponents
An overhead with an unusual animation. Faust's highest damage normal. Generally punishable on whiff or block; consider saving tension to PRC and make it safe. On hit, combo routes vary significantly based on regular- vs. counter hit & grounded- vs. air hit, and followups should be done after visually confirming the situation.
On regular grounded hit, followup options depend on spacing & the opponent's stagger recovery:
- At close range (~roundstart and closer), Faust can combo into Mix Mix Mix regardless of stagger recovery.
- On a slow stagger at any range, Faust can combo into Thrust.
- With 50% tension, Faust can always combo into 214S PRC Snip Snip Snip.
Whether or not it will combo, cancelling into Thrust or What Could This Be? is safe on any hit.
On grounded Counter Hit, Thrust is guaranteed to combo. On air hit, Faust can confirm into 214K, which leads to a guaranteed Item Toss or corner combo depending on positioning. Note that on an air Counter Hit, 214K must be delayed for both of its hits to connect.
On block, Faust's meterless options are limited and must be chosen carefully. At close ranges, Mix Mix Mix can truestring or frame trap; from further away, Thrust can be used to challenge forward movement, although it's vulnerable to reaction 6P by observant opponents. If neither of these are promising options, cancelling into Item Toss is still faster than letting 6H recover on its own.
This is Faust's go-to meterless wallbreak option. At certain wallsplat heights, the 'dead zone' behind 6H's hitbox can cause it to whiff; for consistency, it's recommended to space yourself slightly away from the wall to ensure it will connect.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Large | Staggers | 1875 | 1000 | 500 | 100% |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
20 | High | 7 | 4 | 6 | +3 (IAD j.PP) |
Air option that is very quick to recover. Stray hits will send the opponent away.
Since j.P is so quick, you can cover yourself as you rise and follow up with a more dominant jumping normal as you fall. As an air-to-air, links into j.S for a full pickup at close spacings, or into j.P , j.H
when the opponent is too far away to convert.
As an approach tool, down drifting IAD (IAD > tap 2) into j.P > j.P can leave Faust as advantageous as +6, allowing for tick throws into Snip Snip Snip.
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +6 (IAD j.PP) | 375 | 1000 | 300 | 80% |
- Faust's unique steerable airdash means the situation on block and hit after an IAD is variable: See the IAD section for full details.
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | High | 7 | 5 | 18 |
- Jump- and airdash cancellable
A fast jump-in and air-to-air option. Tied with j.P for Faust's fastest air button, but its recovery makes it more committal on whiff.
Rising j.K is useful for Faust's Afro pressure as an instant overhead, although it does not connect consistently across the cast (see reference table). It can similarly be used for f-shikiSometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups after standing guard crushes, falling j.H, etc.
Often used to cover Faust's landing in situations where j.S or j.D would be too slow. Similar to j.P's use in IAD approach, down drift IAD j.K > j.2K
can leave Faust close and advantageous (+4).
As an air-to-air, j.K converts with j.K > adc[2].j.S
on hit or block, leading to a combo on hit or a tight blockstring as the opponent lands. Near the corner, it can be used as a combo ender with j.K > j.D > j.236P
to set up Love okizeme.
Gatling Options: j.2K, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 750 | 1000 | 300 | 100% |
- Faust's unique steerable airdash means the situation on block and hit after an IAD is variable: See the IAD section for full details.
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32 | High | 14 | 3 | 20 | +6 (IAD) |
- Jump- and airdash cancellable
A very deep and low-hitting jump-in. Slower to get out than your j.2K and j.D. Chains into j.H, and sets up a fairly favourable situation when you do so.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +9 (IAD) | 1125 | 1000 | 300 | 100% |
- Faust's unique steerable airdash means the situation on block and hit after an IAD is variable: See the IAD section for full details.
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42 | High | 9 | 5 | 15 | +8 (IAD) |
- Jump- and airdash cancellable
- Wallbounces on hit
Long, dominant aerial poke. Rising j.H is great for meeting opponents hanging out at the top of the screen. Doing a falling j.H takes a little longer, but the decent amount of active frames and huge disjointed hitbox make it especially hard to contest once active.
A crucial tool in Faust's corner combos, especially on Counter Hit. Air-to-air j.H close to the corner can easily confirm into a full combo after landing.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Mid | +11 (IAD) | 1500 | 1000 | 500 | 80% |
- Faust's unique steerable airdash means the situation on block and hit after an IAD is variable: See the IAD section for full details.
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
45 | High | 13 | 6 | 23 | +5 (IAD) |
A deep-hitting jump-in attack that can easily ignite the Afro.
Should it hit the opponent when Afro is applied, the opponent is launched into the air for a full combo. Making them block j.D with an Afro on is also strong, as they must deal with the threat of a delayed explosion while Faust continues pressure.
Faust's hurtbox extends into the hitbox below him at the injection site.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +8 (IAD) | 1125 | 1000 | 300 | 100% |
- Faust's unique steerable airdash means the situation on block and hit after an IAD is variable: See the IAD section for full details.
j.2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
39 | All | 10 | Until Landing | 9 after Landing |
A strong counterpoke that can often go over other attacks, especially low hitting attacks. On a counterhit, or a sufficiently close crouching hit, can combo into Mix Mix Mix.
Jumping into immediate j.2K is a very low risk option against approaches in neutral, as are other low hitting j.2K's, like IADB j.2K.
The situation on block varies greatly depending on the height that j.2K is blocked. When done as low as possible, it is very safe on block, or can even be plus in rare cases.
If it hits high up, or is blocked high by the opponent, it will be much more minus. Faust will typically cancel into either Mix Mix Mix or Love to make it harder to punish. Depending on spacing, delaying the cancel into Mix Mix Mix may allow it to cross up.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | 1500 | 1000 | 300 | 100% |
Universal Mechanics
Ground Throw
6D or 4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Ground Throw | 2 | 3 | 38 |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Leaves the opponent in front of Faust in an OTG-able state. Gives a safejump setup with c.S > down drift IAD. Alternatively, tossing an Item leaves Faust enough time to still land a meaty c.S, among other options.
The long, invulnerable animation can be used to kill time and deal with certain situations, such as an opponent picking up Trumpet, an on-screen Bomb going off, or even something like Nagoriyuki's blood gauge during Blood Rage.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +55 | 2600 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Air Throw
j.6D or j.4D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
80 | Air Throw | 2 | 3 | 38 or Until Landing+10 |
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Faust hucks the opponent downwards.
Provides enough time to safejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. using an IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.. At most heights, IAD j.D will be autotimed, though steering the airdash downwards is necessary if the air throw was particularly high. Will be approximatly neutral if an Item is thrown instead.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +39 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their IAS height instead.
- Frame advantage decreases as height increases (+35 to +44).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
Wild Assault
236D with 50% Burst (Hold OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236D | 30 | All | 20 | 3 | 20 | +12 | |
236[D] | 50 | All | 32 | 3 | 20 | +17 |
Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.
A fast advancing strike at the cost of 50% Burst.
- Normal, special, jump, and backdash cancelable.
- Drains 12.5% of the opponent's Burst Gauge on hit or block. Drains 25% when charged.
- Applies Hard Knockdown when launching or when used to Wall Break.
Fausts Wild Assault provides difficult to contest frametraps after attacks like 5H and 2H, and can also be used in conversions, most notably after 6P. It is also very good for delaying when the opponent has a Lit Afro.
Wild Assault can be a useful tool in pressure, but is less immediately threatening than for many other characters, so careful consideration about when it is worth spending the burst is needed. Faust is not close enough to be able to command grab out of the guard crush directly after running up, however the plus frames are still threatening enough to strike/throw. On a Counter Hit 236D, can combo into 236HGuardGround ThrowStartup6Recovery41Advantage- using the stagger, if desired.
Faust can IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. after 236D to secure some more easily useable plus frames, but many ideas (such as IAD j.P and j.H) suffer heavily if the opponent blocks the 236D crouching. This is not the case during Afro pressure, where the extra hurtbox from the Afro makes this pressure stable, and 236D IAD functions as an excellent tool for killing time before the pop and converting from lows.
The blockstun is not long enough for Faust to Item Toss (236P)Guard-Startup26RecoveryTotal 40Advantage-, and while Faust can Eat (236[P])
Guard-Startup15RecoveryTotal 31Advantage- and be +3, this is difficult to capitalize on with more than a spaced 5P due to spacing, and is generally inadvisable.
Both 236D and 236[D] have some use as combo extensions if trying to route into wallbreak (Combo Page) though the slower startup of blue wild assault and Fausts' difficulty of comboing at higher combo decays make it tricky to use. 236[D] is a particularly good punish for very unsafe moves when nearer the corner, like overdrive reversals.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | 90% | 4 | Mid | +22 | 2500 | 3000 | 700 | 25% | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||
236[D] | 100% | 4 | Mid | HKD +71 | 2500 | 2000 | 700 | 25% | 0 |
Special Moves
Crawl
[1] or [3]
Instantly shrinks Faust's hurtbox. This allows you to low profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. under certain attacks.
Both crawl directions have the same hurtbox; however, due to the proximity block mechanic, back crawl will change to Fausts crouch blocking animation and will not low profile against attacks done as part of a blockstring.
In order to low profile an attack in a blockstring, Faust will therefore have to use forward crawl and stop blocking for a moment, though he can rapidly return to crawling backwards.
From a neutral situation, or on wakeup, Crawl will low profile instantly. When exiting blockstun however, if Faust would be proximity blocking a followup attack, will instead take 2f to low profile. This means that Crawl can always be hit by 1f frametraps.
- Crawlable Move list: Strategy Page Link
Thrust
41236K (Hold OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Thrust | 40 | All | 26 | 12 | 19 | -12 | |
Thrust (Charged) | 60 | All (Guard Crush) | 38 | 12 | 19 | +14 | |
Pull Back | 0 | 61 | 2 | 30 | |||
Hole in One! | 80/100/120 | All | 8 | 8 | 41 | -30 |
- Both Faust and the opponent are invulnerable during Pull Back startup.
- Pull Back will not activate on air hit Thrust, and the opponent will be knocked fullscreen for a HKDShort for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc..
- Charged version can be released early, but there is no benefit to partial charging.
Faust attacks with a menacing red trail behind his scalpel. If Faust lands a grounded hit and inputs 4 (backwards from his opponent) he reels the opponent in, launching them toward him for a short time. Pressing before the opponent hits the ground will do a follow-up golf swing attack with three possible timings.
It can be held to delay the attack, which is potentially useful for baiting reversal low profiles such as 6P, and also inflicts guard crush, though it is difficult to capitalize on the plus frames from common spacings. Not useful to do as a meaty, as it can be reliably beaten by wakeup 6P by all characters.
- Early Hit: The opponent is knocked away for a hard knockdown. If the opponent is close to the wall, they will hit the ground before impacting it. A low risk option with solid reward if you are not confident in your golfing skills or want to sacrifice damage for okizeme, particularly near the corner where Sweetspot would break the wall.
- Sweetspot: Action lines around the screen and a dramatic camera angle will indicate a successful hit as the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall when in range. Disables opponent's Burst from initial hitstop until landing.
- Late Hit: The opponent falls to the ground, and 'Hole in One!' will hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Deals less damage, and leaves Faust at a frame disadvantage of -10.
- Empty: No
is pressed, dealing no damage and leaving the opponent in a hard knockdown directly in front of Faust. Sacrifices the most damage for the strongest okizeme, leaving Faust enough time to toss an item and still do a MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attack. Highly situational, but useful when Faust is in the corner and wants to swap sides with the opponent.
Thrust shines when used as a preemptive punish at range against movement or committal swinging. Its disjointed hitbox makes it a strong poke in the right situation, although the mid-height placement and slow startup leave it susceptible to being jumped over or low profiled by an aware opponent. Has use as a surprise chase on the opponent's wakeup or backdash from a distance, as well as a frame trap option out of various blockstrings. Leads into some of Faust's most damaging routes on counter hit starters like c.S or 5H, especially when combined with meter to RRC after a Sweetspot hit.
The maximum meterless damage (disregarding guts) is not from hitting the sweetspot, but from a very particular early hit timing which allows an OTG 2H. However, this is difficult to time and has little visual feedback.
When an Afro is on the ground behind an opponent, a Late Hit can cause them to tumble backwards into it. Situational, as the frame disadvantage and spacing from a Late Hit doesn't allow Faust to capitalize on the opponent's fresh cut.
In situations where a Bomb is active between Faust and the opponent, the Bomb can often be comboed into. If it's close enough to Faust to be hit by the golf swing, it can be launched with the opponent and explode in the air, dealing high damage and potentially leading into a conversion as the opponent falls to the ground. If the bomb is too far away to be launched, doing an Early Hit can hit the opponent into the ensuing explosion on the ground. After the explosion, 5K is the most consistent tool to convert with, but if you're confident on the spacing, other buttons like c.S can net even higher reward.
Before a Weight lands, a gambling Faust can attempt a Thrust to catch the opponent: if it hits, Faust can use the invulnerability frames during Pull Back to avoid being hit by the Weight and follow up for a full combo. This is highly risky, though, as if it is blocked or jumped Faust will not have time to avoid a hard knockdown.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thrust | 90% | 4 | Very Small | -9 | 2500 | 1000 | 300 | 80% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
Thrust (Charged) | 90% | 4 | Very Small | -9 | 2500 | 1000 | 300 | 80% | 50% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
Pull Back | 90% | HKD +60 | 1000 | 300 | 150 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Hole in One! | 90% | HKD +54 {KD -10} [HKD +59] | 1000 | 300 | 60% | 150 |
Hole in One!:
- The damage values for Hole in One! (80/100/120) are for very early hit, early hit, and Sweet Spot respectively.
- For On-Hit, Values in [ ] are for the Home Run version.
- Values in { } are for the late hit version.
- When timed late, you always deal the higher damage hit, even on OTG.
Mix Mix Mix
236S (Air OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12×4 | All | 17 | 15 to 34 | 14 after Landing | -7 | Airborne f4 until landing |
Notes for FramechartOn Hit, the yellow underlines indicate separate hits (up to 4).
On whiff, will continue making new hits, up to 8, leading to more active frames than if the move is hitting.
On hit and block, in some circumstances hits in the middle of the chain can whiff, leading to different frame data as additional hitboxes are made to compensate in an attempt to hit 4 times.
The two version shown are the extremes, but a partial whiff can result in something betwen these two options.
Note that the recovery before landing (shown in blue) is dependent on height and velocity, and can vary.
- Groundbounces when holding down on the final hit
- Can be steered to be -6 on block somewhat reliably. -7 on block when Faust holds down for the full duration of the move.
- j.236S is much more possible to make less minus. Doing j.236S and then holding down can often make Faust as little as -4 on block, though not consistently. From setups out of an airdash, can be as little as -1 on block.
Faust rises forward into the air while stirring his scalpel, dealing four rapid hits around him. Holding any direction during the move will influence its trajectory toward that direction. Faust then enters a helpless freefall state until he lands. The air version functions identically.
Has a vital role in nearly all of Faust's combos outside the corner, providing excellent corner carry and a hard knockdown. Faust can often link attacks after the move connects by steering it correctly (see combo theory page for more).
Can be used as a frametrap tool on block after buttons such as 2H and 6P but its relatively slow startup and travel speed means it can sometimes not trap fast attacks. As it is unsafe on block, it is usually only used as a frametrap with meter, or when forced to due to lack of other options.
Can be used as an unorthodox air mobility option in a pinch, perhaps to escape the corner after a super jump, though the long recovery when done high up means Faust will usually need to roman cancel the recovery to stay unpunished.
Will be plus on airblock. Exact advantage can vary depending on height and steering, but typically at least +6.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Very Small | HKD ~+44 | 500×4 | 2000 | 175×4 | 80% | 25% | 150 |
- Horizontal Activation Range(forward): 300
- Horizontal Activation Range(backward): 300
- Vertical Activation Range (up): 250
- Vertical Activation Range (down): 500
- +44 is the advantage from a raw 236S with no steering, but will vary significantly depending on combo decay and steering. Anywhere from +38 to +67 is plausible. See Combo Enders for more.
Snip Snip Snip
236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
70 | Ground Throw | 6 | 3 | 41 | 1~8F Throw |
- Knockdown on Hit
- Marginally longer range than Ground Throw
Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an Afro. The opponent is launched slightly away into a hard knockdown, granting Faust time to continue his offense with a safejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.. The vertical hurtbox extension and delayed explosion from the Afro (see Here for details) provide many varied and powerful pressure and mixup options.
During the animation, other items will continue to fall to the ground and can be picked up by players, activating their effects. Most damaging items won't do anything, previously applied 'fros will be refreshed, and healing items will still give health back. This is especially relevant if a Bomb is in play, since it can actually damage opponents (but not Faust) if its explosion is synced with the last hit of Snip Snip Snip. Keep in mind, however, that this will immediately blow the applied afro up.
The knockdown from this move has a faster recovery than from Ground Throw, though Faust has time to safe jump against all reversals.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50% | HKD +41 | 2500 | 1000 | 100 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- First does 17 hits of 1 damage (unaffected by defense mod, risc scaling, or guts), then does one final hit for 53 damage
Love
j.236P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
j.236P | 18, 40 | All | 27 | Total 48 | |||
j.236P (With Afro) | 18, 60 | All (Guard Crush) | 27 | Total 48 |
- Damage values: initial hit, explosion
- Love! projectile can damage Faust
- Afro Love! projectile hits the opponent only
- Explosion triggers Mini Faust and ignites Afros
- Counter Hit state for the full animation
Faust halts all air momentum and beheads himself. The head becomes a bomb and travels in a downward diagonal arc. On contact with an opponent, the bomb will explode immediately after the initial hit; if it touches the ground, it explodes on its own after a short delay. The explosion can hit Faust if he is too close.
If Faust is wearing an Afro, he can unleash Afro Love!, a more powerful version of Love! with higher damage, a larger explosion, and unique physics. This version bounces on the ground twice before exploding. On block it causes Guard Crush, potentially giving Faust an opportunity for a mixup.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.236P | 80% | 1, 2 | Very Small | KD | 500×2 | 1000×2 | 150×2 | 80% | 12% | 100 | ||||||||||||||||||||||||||||||||||||||||||||||||||
j.236P (With Afro) | 80% | 1, 2 | Very Small | KD | 500×2 | 1000×2 | 150×2 | 80% | 12% | 100 |
j.236P:
- Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
- Clash Level: 1 (Both Bag and Explosion)
- Clash Hits: 2 (Both Bag and Explosion)
j.236P (With Afro):
- Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
- Clash Level: 1 (Both Bag and Explosion)
- Clash Hits: 2 (Both Bag and Explosion)
Scarecrow
214P/K/S (Hold OK)
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
214P | 28×2 [28×3] | All | 54 [84] | 11,12 [11,8,3] | 10 [7] | -8 [+7] | All 10-15F |
214K | 28×2 [28×3] | All | 54 [84] | 11,12 [11,8,3] | 10 [7] | -8 [+7] | All 10-15F |
214S | 50 [70] | High | 50 [69] | 17 | 36 | -32 [-27] | All 10-47F [All 10-66F] |



- Values in brackets ([]) represent full charge
A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent. Without meter or items, they are very slow and easily punishable: a small dash into a low recovery attack can beat all 3 on reaction, as the opponent will automatically turn to face the correct direction.
With Meter however, Faust can purple roman cancel the startup to teleport nearly instantly, without having to wait for the rest of the animation. This is an incredibly powerful movement option, giving mixups from anywhere on the screen.
If an Item is about to hit the opponent, teleporting behind them can give an unreactable crossup that can then combo into the Scarecrow.
- 214P: Faust occupies the front scarecrow before attacking. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. Fausts eyes will glow before attacking for both the P and K version, showing his position.
- 214K: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears, even if the opponent is cornered. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins.
- 214S: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Faust is invulnerable during the startup, though he can still be hit by burst, and antiaired once he starts falling.
On hit, 214P and 214K cause a wallbounce close to the corner, but otherwise do not combo.
All versions can be charged, but their incredibly slow speed makes their use very limited. 214[P] and 214[K] are plus on block, while 214[S] (Overhead) is still unsafe. All Scarecrows can be delayed by holding the button, and will attack as soon as the button activating them is released (after the usual startup). They will not gain the charged scarecrow frame data until full charge, however.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214P | 90% | 2 [2×2, 4] | Very Small | HKD +52 [HKD +65] | 700×2 [500×3] | 1000 | 150×2 [100×3] | 80% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214K | 90% | 2 [2×2, 4] | Very Small | HKD +52 [HKD +68] | 700×2 [500×3] | 1000 | 150×2 [100×3] | 60% | 25% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
214S | 80% | 2 [4] | Mid | HKD +42 | 1125 [1875] | 1000 | 300 | 100% | 25% | 150 |
214P:
- Values in [ ] are for the Wall Bounce version.
214K:
- Values in [ ] are for the Wall Bounce version.
214S:
- Horizontal Activation Range: 150 (S Version only, either direction)
What Could This Be?
236P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236P | 26 | Total 40 |
Faust reaches into his scrubs and grabs an item at random to throw. Generally, items are thrown in an upward arc toward the opponent with some exceptions. Items have the potential to cause huge shifts in momentum for and against Faust. It can be risky to throw items in neutral, depending on the range and the matchup.
Each Item has a fixed chance of being thrown.
- Common (about 15%): Hammer, Mini Faust*, Bomb, Trumpet*
- Uncommon (about 10%): 100T Weight, Afro
- Rare (about 5%): Meteors*, Banana*, Peel*, Donut*
There can only be one of each item marked with a * on screen at a time (per Faust). For example, if Faust has thrown a donut, he cannot throw another donut until the first leaves the screen. Banana and Banana Peel count as a single combined item for this rule. (See nerd notes for exact probabilities).
With the exception of Meteor, items are thrown a set distance. This distance can be broken down into close/medium/far ranges.
- Far: Trumpet, Afro, Mini Faust
- Medium: Bomb, Donut, 100T Weight
- Close: Banana (and Peel), Hammer
Items will also bounce slightly off the wall if you're throwing items at a cornered opponent for pressure, which will cause them to land quicker. All Items can be hit across the screen with 5D and 5[D], even before they hit the ground and become active, which can cause them to land slower (though this is rarely useful).
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236P | 100 |
236P:
- Item spawns on frame 26 and will continue even if Purple Roman Cancelled
- Item Weights:
- Hammer: 15 (16.1%)
- Mini Faust*: 15 (16.1%)
- Bomb: 14 (15.1%)
- Trumpet*: 13 (14.0%)
- 100T Weight: 10 (10.8%)
- Afro: 8 (8.6%)
- Meteor*: 5 (5.6%)
- Banana*: 4.5 (4.8%)
- Peel*: 4.5 (4.8%)
- Donut*: 4 (4.3%)
- Only one of each item marked * on screen at a time.
What Could This Be? (Item Store)
236[P] and 22P
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236[P] | 15 | Total 31 | |||||
22P | 26 | Total 40 |
Holding P while doing item toss allows Faust to store the item for later instead of immediately throwing it. Spit tosses the stored item, and is otherwise identical to Item toss.
What Could This Be? (Eat) (236[P]) stores an item for later. Despite the shared input, it begins before the item becomes visible, so Faust must commit to either Eating or Tossing before he knows the item. Eating while an item is already stored will overwrite the previous item, and stored items do not effect which items can be thrown with Item Toss.
Eat's significantly faster speed than Item toss makes it a better option on block, being almost completely safe if spaced well. It is feasible to do in combos, especially in the corner after, for example, 5HH and 6H. The ability to Eat several times in some corner combos lets Faust effectively reroll for his item after wallbreak. Its relatively low opportunity cost makes it worth going for, regardless of the item which ends up being stored. There is enough time to Eat and still safejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. after 2D with an airdash, though whether this is worth taking over Item Oki depends on personal preference.
What Could This Be? (Spit) (22P) spits out a stored item. It is identical to Item Toss except that Faust knows which item it will be, allowing him to do tosses that would otherwise be ill-advised. Making use of this information will usually require knowledge of item specific setups or combos, but is very powerful in the right situation. Nothing will happen if the input is performed with no item stored.
Both Eat and Spit are CH recovery, like item toss.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236[P] | 100 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
22P | 100 |
236[P]:
- The "eating" animation is just for show, and the move ends much before it completes.
Items
Items can be thrown by What Could This Be? (Toss), What Could This Be? (Spit), W-W-What Could This Be? and W-W-W-W-W-W-W-W-W-What Could This Be?, but are identical in function regardless of the move used to throw them.
Bomb
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
70 | All | 68 to Land, 143 After Landing | 9 |
- Explosion timer (i.e. startup) begins when it first touches the ground
- Lacks a hurtbox before timer begins (may still be batted by 5D)
- Triggers hitstop when struck, effectively extending an attack's active frames
- Explosion:
- An expanding hitbox that can damage Faust and the opponent
- Activates 235f from the start of What Could This Be? (usually, see Stats For Nerds)
- Triggers Mini Faust and ignites Afros
- Unsticks wallsplatted characters
The bomb will explode after a set period of time. Both players can use attacks to knock the bomb up and away while the fuse is lit. Striking the bomb allows you to gatling from or special cancel your attack if it can normally do so.
You can hit it at varying angles depending on which move you use, for example; 2S will send it extremely high up and will often catch jump-ins from the other side of the screen. Keep in mind that your opponent can hit the bomb back, so hitting it with low recovery moves like 2P or 2K will leave you open to return it. See the Strategy section for more info.
Additionally, the explosion pollutes the screen with visual noise. This can be used as cover for approaching the opponent, or to cover his other items/summons.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | KD | 500 | 1000 | 300 | 80% |
- Clash Level: 2 (Explosion)
- Clash Hits: 1 (Explosion)
- Effectively 235f startup in most cases from the start of 236P.
- Timer starts counting down once the hurtbox appears as bomb hits the ground - this will usually be on the 93rd frame after Faust begins 236P, but can be less if the bomb bounces off the wall, and more if the bomb is batted with 5D.
- The bomb timer is not effected by hitstop, but is paused by the super freezes from Roman Cancels and Overdrives.
- The bomb cannot be hit on the last 2 frames before becoming active.
- If the explosion hits Faust before hitting the opponent, no negative R.I.S.C. scaling will affect the damage, even mid-combo. Potential bug
- Has some strange interactions with walldamage if the opponent is far from the corner when the bomb is thrown, effectively granting a few extra hits in rare cases. Potential bug
Banana
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
Heal 20, 0 | None, All | 51 to Land | 200 |
Faust throws a banana. Like the Donut, eating it grants a small amount of health. After being consumed by either player, the peel is flung backwards roughly one character length, where it has a persistent hitbox and can make characters slip when touched, briefly making them airborne for a possible air follow up and ruining some ground-based set-ups.
It is also possible for Faust to randomly toss a lone peel, which makes oki and pressure with it more straightforward.
If either a peel or a full banana are out, Faust cannot throw a second one; both banana and peel exlude each other, as well as themselves. Can be batted by 5D, in an attempt to force feed your opponent. Also works if Faust only throws the peel, though neither will have a hitbox until they land.
Disrupts most ground based approaches including supers with the exception of Heavy Mob Cemetery
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Very Small |
- Banana peel Horizontal Activation Range: 120
- Banana peel Vertical Activation Range: 50
Donut
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
Heal 20 | 68 to Land | 256 |
Faust throws a donut. It remains on the ground until consumed by either player. Grants health on pickup. After a duration, it will rapidly blink before disappearing.
If a donut is out, Faust cannot throw a second one. Can be batted by 5D, in an attempt to force feed your opponent, though it will not have a hitbox until it lands.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Can fall sooner (shorter startup) if it bounces off the wall
- Startup can be delayed by batting with 5D
Afro
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
236P Afro | - | - | 110 To Land | 180 | |||
Afro (ignition on block) | 40 | All (Guard Crush) | 120 | 6 | |||
Afro (ignition on hit) | 40 | All | 15 | - |
Falls slowly. Grants whoever touches it a glorious Afro. The Afro functions as an additional hurtbox, and can be lit on fire.
If Faust uses Love! with an Afro on, the move gains additional properties. The Afro is also applied by 236HGuardGround ThrowStartup6Recovery41Advantage- Snip Snip Snip.
Afro extends the wearer's hurtbox upwards at all times except when landing during blockstun. A character wearing an Afro effectively loses upper body invincibility on their 6P due to the Afro's hurtbox. Characters with Afros on become susceptible to instant overhead setups. Faust, luckily, is quite low during his crouch animation, so he's less affected.
Moves with fire properties, such as j.D, Love!, Bomb, and Meteors, as well as certain moves from other characters, can ignite the Afro, causing it to explode after a short while if triggered. On hit, the explosion happens immediately, whereas on block, it stays ignited for a few seconds before exploding. In both cases, the explosion launches the Afro'd player upwards for a combo on hit.
To manually detonate an already ignited afro, you will have to hit a fire-based attack as a starter. For example, hitting a j.D by itself will detonate a lit afro, but a string such as j.K > j.D will not.
If ignited on block, it will explode by itself after 120f (two seconds) but will be delayed by hitstopWhen a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all. and Overdrives, so will take longer in real time. This delayed hit is very useful for converting off otherwise low reward hits, such as 2D. The explosion only affects the Afro'd character and causes Guard Crush, denying the victim throw protection on block.
The ignition state of a blocked afro does not disappear even when Faust blocks or is hit. This can interrupt the opponent's pressure or combo to allow Faust to steal a turn or return to neutral.
If an Afro'd character blocks or takes total of 10 hits, the Afro will disappear.
Can be batted by 5D, potentially surprising your opponent with a flying afro, though it will not gain a hitbox until it lands. The Afro Item leaves Fausts hand during Item throw on frame 26, takes 110f to land, and then lasts on the ground for 180f (3 seconds).
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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236P Afro | 2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Afro (ignition on block) | 80% | 2 | Very Small | 500 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Afro (ignition on hit) | 80% | 2 |
236P Afro:
- Afro Item can fall sooner (shorter startup) if it bounces off the wall
- Startup can be delayed by batting with 5D
Hammer
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
50 | All | 1 | 98 |
- Becomes active 26f from the start of What could this be?
- Can be batted by 5D, allowing Faust to use a thrown Hammer more aggressively.
- Can hit immediately at point-blank range on
Axl,
Anji,
Faust,
Potemkin,
Nagoriyuki, and
Goldlewis. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +22 on hit.
Throws a hammer at the opponent. The hammer itself is a high level attack. The hammer will bounce on whiff, however, giving you a lot of potential for covering your mixup/throw attempts.
The hammer is an active hitbox the second it leaves Faust's hand, meaning it can catch opponents trying to counter item toss with a preemptive jump in. It's presence in general forces your opponent to stay back and let you get more items in.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | 500 | 1000 | 300 | 100% |
- Point blank: +19 on block / +22 on hit.
- The hammers active frames can be reduced by hitting the wall, or colliding with a player (or projectile)
- The active frames are increased when Faust bats the hammer with 5D, as the actives after the bounce remain consistent.
Mini Faust
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
15×2 (stomps) 15×N (lunge) | 12 after Activation | 5(10)5(47), 2(2)2(2)2... |
Mini Faust, after landing walks around back and forth harmlessly until he is triggered into action.
1ST PHASE AFTER ACTIVATION: He stomps the ground, dealing two hits in quick succession. This is followed by a pause where there is a sizeable gap.
2ND PHASE AFTER ACTIVATION: Mini-Faust flings himself at the opponent, dealing a number of attacks very rapidly.
TRIGGERS FOR THE FELLAH:
- Bumping into your opponent.
- Being struck by an opponent's attack.
- Being hit by the explosion from a Bomb.
- Being hit by the explosion from Love.
- Being hit by stampede from Trumpet collected by the opponent.
USES FOR THE FELLAH:
- Coverage for more item tosses
- Coverage for throw attempts and staggered pressure
- Scarecrow Crossups
- Covering otherwise unsafe approaches
- Disrupting the opponent and being a general nuisance
HOW THE FELLAH WALKS:
- Walks for a bit, in the direction they land facing (about half screen)
- Get bored of that, turns around and walks back to where they started
- Once they get back to where they started turns around again, then walks straight, all the way off screen, departing forever, never to return
It is possible to combo into the first sequence of attacks, follow up, and still combo into the second sequence. Provides incredibly strong strike throw situations if thrown on a knockdown. 2K, as a multi hitting low, makes fuzzy defense extremely difficult, and the Fellah staying out even if Faust is hit makes abareAn attack during the opponent's pressure, intended to interrupt it. challenging.
After being thrown, Mini-Faust can be batted by 5D before landing, though they will not gain a hitbox until they land. If there is already a Mini Faust on Screen, Faust cannot throw a second one (They are a unique and wonderful Fellah).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Very Small | 100×N | 1000 | 60×N | 80% |
- Mini Faust stomps Horizontal Activation Range: 250
- Mini Faust stomps Vertical Activation Range: 300
- All hits are part of one huge multihit, and will only cause risc loss once if they connect during a combo.
- Both the stomps and the lunge will unstick from the wall
- Can fall sooner if it bounces off the wall
- Startup can be delayed by batting with 5D
100T Weight
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | All | 1 | 63 | |||
0 | All (Guard Crush) | 64 | 2 |
- Becomes active 26f from the start of What could this be?
- Guard Crush on Block (Screen Shake)
- Hard Knockdown on hit.
- Can be batted by 5D to knock it towards your opponent with very slightly altered air time. It's difficult to time and you'll be unable to avoid it yourself, however.
A heavy weight that shakes the entire screen when it lands, affecting both players. On air hit, it deals damage with minimal knockback. Then, the screen shake hits any player on the ground for a debilitating Guard Crush or Hard Knockdown if they are caught.
Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.
Faust has many options to both contest the air if the opponent jumps, or continue pressure if they commit to blocking. Combine these together with the threat of the screen shake for potent okizeme and approaches from fullscreen.
If an opponent is forced to block this, the Guard Crush state allows for some powerful crossups with Mix Mix Mix (as Guard Crush temporarily removes crossup protection). The Guard Crush state can also allow Faust to go for command throws that will beat an opponent attempting to mash.
The time it takes for the weight to hit the ground after thrown is enough to let Faust get another item tossed and then backdash to not be knocked down. This can be good at long range as your opponent is forced to jump or block while you get to throw more items out.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Very Small | HKD | 250 | 1000 | 300 | 100% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
80% | 0 | HKD | 500 | 1000 | 600 |
- Unable to hit airborne opponents.
Trumpet
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
7×N | All | ~69-70 | ~115-117 |
- Counts as an attack for whichever character acquires it.
- Strikes repeatedly and at random intervals for as long as the target is in range.
- Can be batted by 5D if you think it's too difficult for your opponent to obtain normally.
Throws a trumpet. Whoever picks it up summons a Mini Faust Army that move laterally across the ground in a single wave, starting from the corner behind them toward the other player. A cloud of music notes will appear around said player, which dissipate as the Mini Faust Army appears. The horde will appear at approximately the same time after the trumpet is acquired, always in the far corner, and travel at the same speed, regardless of where the trumpet is picked up. This gives trumpet effectively different startup at different parts of the screen.
If you pick it up, the opponent will either be forced to block allowing for a mixup, or try to jump into the air where Faust can easily swat them down. It can save/ruin combos, scrambles and whole rounds, so make sure to jockey for it. Faust can use his unique movement options such as Mix Mix Mix, Scarecrow and Bonecrushing Excitement to secure a trumpet, but be wary of an opponent who can exploit these options.
If a trumpet is already on screen, Faust cannot throw a second one.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Very Small | 100×N | 1000×2 | 60×N | 80% |
- The Horde is made up of 2 sets of 5 hitboxes, which move up and down, and have seemingly random placement relative to each other. This leads to the slight variation in startup and active frames.
- Hence, it will not hit a consistent amount of times, even in an otherwise identical situation.
- Can fall sooner if it bounces off the wall
- Startup can be delayed by batting with 5D
Meteors
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
36(1x) | Guard Crush | About 70 | Lots |
- Guard Crush on Block
- Ignites the Afro
- 6 Meteors fall with a very random distribution
- Can hit from 0-6 times, with unpredictable timing
- Large ground bounce on hit
Faust throws a molten rock up high off screen. After a long wait, it and several more meteors come hurtling back down at a slight angle toward the opponent. The blast zone tracks with the opponent from where Faust first spawns the meteor.
Every meteor of this move causes Guard Crush state, leaving players incredibly vulnerable to crossups if they block it (As every new hit needs to be blocked correctly), and quite vulnerable to throw mixups on recovery. Will give you an excellent chance to confirm into damage, or to pull more items (Even Item Super).
If there is a meteor on screen, Faust cannot throw a second set (though it's not like he needs to). Can be batted by 5D, if you want to really hit them with a meteor.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 4 | Very Small | 100 | 1000xN | 50xN | 100% |
- Clash Level: 3
- Clash Hits: 1 (Per Meteor)
Overdrives
Bone-crushing Excitement
632146H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42, 88 | All | 16+5 | 3 | 48 | -32 | 1~23 Full |
- Hitting an opponent in the corner causes a Wall Break and leaves Faust +36 afterwards.
Faust's only invincible reversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. If used to break the wall, Faust can get a safejump after the hard knockdown, although this is harder to execute against faster reversals. If the move doesn't break the wall, Faust still has time for a meatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.S, but not enough time for a safejump. OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2D is also an option if it's needed to finish off an opponent. If the initial dive hits OTG the full animation will not initiate, dealing only the initial portion of the damage and leaving Faust very punishable.
This Overdrive has much longer startup than most other reversals, so it's liable to be blocked against fast-recovering meaty options. However, by using Purple Roman Cancel to cancel the super during the startup, Faust retains invulnerability frames to avoid attacks and punish with any option of his choosing (and this only costs 50% Tension since the move doesn't actually activate). This is a fantastic reversal option, as Faust can grab to punish an opponent's meaty while not committing to an attack in case they chose to jump or block to bait it.
Because RC startup is not invulnerable, Faust can get hit out of the PRC by cancelling the super too early or if the opponent chooses a delayed or highly active meaty option. Because neither the move nor the RC had time to complete, no meter will be spent in that situation.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | Very Small | HKD +45 | 2500 | 1000 | 0 | 80% | 25% |
W-W-What Could This Be?
236236P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
1+3 | N/A | Total 33 | N/A |
Faust reaches inside his scrubs to toss 4 items in rapid succession. Because there's no item lockout, the resulting situation if Item TossGuard-Startup26RecoveryTotal 40Advantage- keeps being used afterwards can get very silly. It can be used to dominate neutral, provided Faust's far away enough from the opponent or has gotten a knockdown. Potentially strong option after a successful gold burst. As usual, mileage may vary depending on the matchup and what items come out.
If a TrumpetGuardAllStartup~69-70Recovery-Advantage- is on the stage and Faust has control of it, using this before picking it up guarantees he won't toss another one, which can result in a very favorable situation.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
N/A |
- First item spawns on frame 4, second on frame 11, third on frame 18, fourth on frame 25, and will continue even if Purple Roman Cancelled.
- Unlike What Could This Be?, the thrown items are each thrown a slightly diferent distance, spreading them out.
W-W-W-W-W-W-W-W-W-What Could This Be?
236236236P with 100% Tension
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
1+7 | N/A | N/A |
- Spends 100% Tension to throw 10 items in rapid succession.
Secret super. Big meme. This could become an option if "playing lame" for the whole match or after gaining Positive Bonus with a meterless wall break. However, Faust will usually find safer and better use of meter by exploring other options such as Roman Cancels. It's hypothetically possible to get decent results from doing this off of a Gold Burst. Even in that situation, it is usually wiser to use W-W-What Could This Be? instead.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
N/A |
- Unlike What Could This Be?, the thrown items are each thrown a slightly diferent distance, spreading them out.
- The overall amount of spread is even larger than W-W-What Could This Be?, to fit the additional items.
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Color free DLC Colors 14 and 15 are included in the 25th Anniversary Color DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition |