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|Faust is a spacing character that uses long ranged normals and random items to keep his opponent at bay.|
1 frame faster than 2P and has good range for a jab. Useful for keeping up pressure, starting combos, and anything else you'd expect a jab to do.
- Can be 6P'd or low profiled by some characters, such as Sol.
- Jump cancellable
Goes into c.S, f.S and 2S on normal hit. Will CH into 2H, and counter/croucher hits into 2D.
Gatling Options: c.S, f.S, 2S, 2H, 6H, 2D, 5D
An amazing jump-checker and anti-air that can catch IADs or space against taller characters. Because it has several active frames and recovers quickly, it is a great move to keep on hand in neutral, but opponents can usually run under it pretty easily. Converting off of 5K can greatly increase your damage output, as it can be combo'd into a Pogo ender.
- Jump cancellable
- Knockback/wall-stick on counter hit
Combos into all of its gatlings except 5D on normal grounded hit, and can be jump cancelled for quick conversions off anti-air hits.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 2D, 5D
Usually a segue in gatlings and combos, as it goes into knockdowns or pogo easily. Can be useful to end pressure on because it's +2 on block, but can be strange to use raw because its input coincides with the much lengthier f.S.
- Jump cancellable
Combos into every gatling except 5D, although there is no real reason to go into 2H over 5H in combos.
Gatling Options: 5P, f.S, 2S, 5H, 2H, 2D, 5D
Faust's most notorious poke gets even longer in Xrd. Has a long recovery, so watch for jumping and make sure it tags your opponent. Some characters can low profile or 6P it. Despite this, f.S is an absolute staple in Faust's arsenal. Cancelling max range f.S into item throw is a great way to get Faust's game started.
- f.S RRC into 41236K gives you a VERY long ranged combo starter.
- Can be YRC'd during its startup if you need to abort mission
While it technically combos into 5H, most of the time the pushback on hit or sheer range difference will cause it to whiff.
Gatling Options: 5H, 5D
Usually just used in combos, it can be an okay midrange poke to use when you are too close for f.S. 5H is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
- Hits 3 times total, which can be situationally useful.
Combos into 2D at almost every range, but will also go straight to Pogo at every range, which is more useful pretty much every time.
Gatling Options: 2D, 5D
|5D Reflect||10 ||All||1|
The closest thing to a meterless reversal Faust has, but try to only use if you see something with a long whiff recovery. A frame slower than his other grounded overhead; It's shorter, and a bit easier to see, but it doesn't suffer as much recovery on whiff. New to Xrd, Faust can also bat items he throws out at various angles.
You can bat opponents' projectiles as well. This will nullify their projectile and create a baseball which will fly toward the opponent at an upward angle, and if it hits them, you get to laugh. However, since the startup on 5D is so long, it's difficult to time this properly or use it effectively. Also, in the case of multi-hitting projectiles, you can only bat the first one and you'll get hit by the rest. Whether that trade and reset is to your advantage is very situational. Values in [ ] are when you reflect on first 2 possible reflect frames.
- Cannot be cancelled except on hit into homing dash/jump.
- You can YRC it early if all you need is ~11f of strike invuln.
|5D Reflect||0 ||3||8 |
- On successful reflect, immediately creates a Reflect Projectile
- Values in [ ] are when projectile is reflected on first 2 possible frames (24-25)
|32||Mid||7||3||23||-12||1～6 Above Knees|
Another of many good anti-airs. Blessed with above-knees invuln, but be wary, as it ends 1 frame before the move goes active. Always cancel into item throw if you can, because either way it'll lead into a combo (see combo section below).
- Usually trades advantageously. Can follow up with 5K.
- Has no gatlings and is super minus, so use with care.
Deceptive overhead with an odd starting animation that catches many off guard.
6H is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as drill cancel j.K. It's a very tempting move to throw out, but be careful because it has huge recovery if whiffed, and can very punishable if not canceled. One of 3 moves that will combo into 236S and if you get a counter hit, 41236K.
A great little poke with decent range and hits low. It's your fastest low, and can enable frame traps, tick throws, empty jumps, and any other mixup you can think of. Use as often as you can.
Can ONLY combo into 2S, even on counter-hit. Not a bad thing as you can get Pogo from that, or just frametrap your way into your other gatlings.
Gatling Options: 2S, 2H, 5D, 2D
2K has 3 parts that all hit low. It's your best move to use meaty, can be used on occasion as an anti-air, and can even be used to bait bursts. It's the epitome of versatility with its only downside being that it really doesn't function as a poke. Great for frame traps.
- All hits can be jump cancelled.
- Gatling to f.S won't come out if you're too close to the opponent
Combos into f.S or 5H off any raw hit (though you can't be in range to hit with the first and do f.S). Will ONLY combo to 2D on counter-hit, and only if it was the third hit. Links into 2P for combo after the third hit.
Gatling Options: f.S, 5H, 5D, 2D
An OK anti-air among many great ones, 2S is usually only used in combos, particularly into air combos. It's minus 7 on block, so try not to end pressure with it, and make sure you are in range when you use it.
- Jump cancellable
On the ground you can always confirm 5H or 2H to get into pogo. Also confirms 2D naturally.
Gatling Options: 5H, 2H, 5D, 2D
Now that 2H hits low, it can be a great toe-checker in corner pressure, but as a poke it still plays second cousin to f.S. Gets good damage in combos, and is one of 3 of Faust's moves that will combo into 236S, and if you get a counter hit, 41236K. Gatlings and combos into 6P, for basically no reason.
Gatling Options: 6P, 5D
As with all other 2Ds it'll knockdown, so it's a good way to start oki. Slightly shorter than 2H so it's a bit less useful as your extended low, but it'll combo after 5P on crouching opponents which is good at certain ranges.
If 2D hits, then cancelling into item, normal jumping forward, and doing a deep j.K or j.S is a safe jump.
- Jump and special cancellable
- No gatlings
|13||High / Air||7||6||6|
Mid-air jab, though j.K usually does j.P's job better. Recovers quickly though, so can be useful as a visual facade to catch opponents with j.H. Can keep your opponent blocking with j.P j.K j.P j.K etc.
Combos into j.K or j.H on hit, but it's generally best to use j.K as you can use it to start combos or make someone block forever.
Gatling Options: j.K, j.S, j.H, j.D
|20||High / Air||7||5||18|
A great jump in, and the button to use after a instant air drill cancel for an overhead (see general strategy).
- Faust's only jump cancellable air normal, important for adding hits to air combos
While it can combo into any of its gatlings, you must be above the opponent to hit j.D, which may require a jump cancel. Combos into itself on jc.
Gatling Options: j.P, j.S, j.D
|35||All||12||Until Landing||4 After Landing|
This move will send Faust twirling in a down forward angle at any point of his jump. It's a great move to use in pressure low to the ground, and will produce much hitstun on counter hit for an easy combo. It's also the "drill" in Faust's drill cancel, and it great to use after drill cancel j.K.
|32||High / Air||14||3||20|
j.S is usually combo filler for j.H, but it can also be used as a pre-emptive poke after a drill cancel. Its disjointed and downward hitbox can also make it an alternative jump-in option when j.K's hurtbox or j.D's landing recovery may cause problems. Combos into both of its gatlings, though the gatling to j.P is pretty much useless.
Gatling Options: j.P, j.H
|50||High / Air||9||8||12|
An amazing air-to-air zoning tool that hits like a truck to boot. If used with drill cancels, it can keep airdashers at bay, and even tag some grounded opponents.
- No way to cancel it. Your combo ender in the air.
|40||High / Air||13||11||21 + 4 Landing Recovery|
j.D is a great jump-in when directly above your opponent, and has a decent hitbox under Faust that is able to cross-up. It can be cancelled into Going My Way (236H) low to the ground, which can be safe or advantageous. Depending on how much time you have after a knockdown, you can instant air dash > drill cancel > j.D for an ambiguous crossup, and then RC for a mixup/Damage.
|0,60||Ground Throw: 78750||1||+51|
It's like any other characters throw. Creates a good amount of distance and lets you toss items.
- Combos into an OTG 2H in the corner or with a micro dash midscreen
- Can be RRC'd for good damage.
|0,4||Forced: 65%||NA||6, 0|
|0,55||Air Throw: 192500||1|
Has good range for an air throw and is best used when opponents are jumping to avoid items. Since air combos lead to an air tech, you can also try to catch them with this as they recover.
|0||Forced: 65%||NA||6, 0|
Dead Angle Attack
Faust's 6P but fully invincible. Since Faust has little in terms of defense, dead angle can be a frugal use of meter. While its large vertical hitbox lets you deal with enemies jump cancelling or attacking from the air, it has the same blindspot at the knees and below. Try not to get predictable, lest you get low profiled and even potentially punished because of this.
|Blitz Attack||50||Mid||(15-48)+13||3||20||-2||1~Button release: Blitz|
|Blitz Attack Max Charge||50||Mid||50+13||3||20||+5||1~50F: Blitz|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Taunt (Face FLASH!)
Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.
- One of Faust's two taunts
- MUST be faultless defensed
|41236K > 4||+7|
|Pull > 236P||40||Mid||7||12||12|
|Pull > 236P > 236P||Total 32||1~32F Strike|
|Pull > 236P > 236P > 236P||80||Mid||43||8||18||1~40F Strike|
Scalpel Pull is great to cancel into after long range pokes since it pushes them back, and leads to good damage if it connects. Despite being negative, it's unpunishable on block. Items might ruin or change the combo, and many players will try to burst after "Pull Back" so be ready to adapt. Also after "Pull Back" you can link a normal for an alternative combo, which can be useful if they hit something on the way over.
Be careful throwing it often, because it has a lengthy recovery on whiff, and can be easily low-profiled or stuffed at full range easily by some characters.
|41236K > 4|
|Pull > 236P||4||NA||6|
|Pull > 236P > 236P|
|Pull > 236P > 236P > 236P||4||NA||6|
41236K: 41236K > 4: Pull > 236P: Pull > 236P > 236P: Pull > 236P > 236P > 236P:
- Stun: 160
Hack n' Slash
|16×8||Unblockable: 175000, All*7||5||48||12|
HackNSlash is a "proximity unblockable" which actually just functions as a handy command grab. On the first frame after inputting, the move checks if your opponent is in range and in a grabbable state (e.g. not airborne or throw invulnerable) and if they are, the move activates, otherwise you'll get the whiff animation. Once it's activated, it can catch them even if they try to jump away, but only the first hit is unblockable. Can be followed up with a combo in the corner.
Although it only activates in the same situation as a throw, it's still an attack. This means:
- It's burstable and can be blitzed
- You do not need to FD Break while dashing to activate it
- Neither Faust nor the opponent are immune to damage from on-screen effects, you can get hit out of the attack within the first couple of frames from lingering things like Dizzy's scythe or even your own bomb.
- This also means you can use it to combo into things Faust is immune to, like Meteors or chibis. The damage will be scaled though.
- On whiff, total animation 40F
Going My Way
|18×4||All||11||28||8 After Landing|
Used primarily to cancel into after jump-ins or j.2K for gimmicks and pressure. If you touch the ground in the animation it'll recover quickly, but if the animation finishes in the air it's extremely vulnerable.
- Landing recovery becomes 0F if all hits touch opponent
From the Front/Behind/Above
|214P||44||All||63||2||25||-13||21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw|
|214K||44||All||63||2||25||-13||21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw|
|214S||38||High||52||Until Landing||32||-26||21~42F Strike
All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping diagonally and using faultless defense in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits with an air unblockable overhead. Where the moves really excel lies in the fact that you can YRC them before or after the teleport. This lets you teleport next to your opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.
- Above version can be used to combo right after a character gets knocked up by a Jump Pad.
- Above version gives ground bounce on normal hit, allowing faust to convert on hit into an air combo.
- Item startup at 13F [25F]
- Values in [ ] are for Charged version
- Startup to hit standing Sol is 64F
- Switches to Bounce Recovery Animation on hit or block
- Bounce Recovery Animation: Until landing+6
- Frame advantage is against Sol
Spear Point Centripetal Dance
236S is a core special for combos. The move leaves you in pogo stance, which has a handbag of tricks, but if you aren't in a combo you are extremely vulnerable in this stance. Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.
- 236S will combo after 5H, 2H, and 6H
- If you release at the fastest possible time, this move is -21 on block.
- 25F onwards can cancel into followup attacks
Various commands on Pogo
|Pogo 9||Total 16|
|Pogo 2||Total 24||-18|
Forward can be used as an occasional frame trap, but players generally won't tolerate it for long.
Backward helps you avoid some attacks when you are on the pogo, so use if you think they'll dp you or something.
Short hop can bring you closer to the opponent faster than Forward can, and can get you in range for the P and S pogo moves. If you YRC the hop, you have enough space for a j.K which grants you a typical empty jump mixup.
Doctor Copter is a rare combo tool, but horribly unsafe at neutral. holding up lets you fly higher and will give your opponent more time to punish.
Cancel is the safest and most reliable move on pogo. You have more options on the ground, but if you are on the pogo in neutral without items, you are probably about to be punished regardless.
Pogo 66: Pogo 44: Pogo 9: Pogo 8:
- Up input active frames: 84F
- Frame Advantage is fastest Spear Point Centripetal Dance >
Various commands on Pogo
|Pogo K||36||Mid||7||6||23||1~6F Strike|
|Pogo [K]||52||Mid||24||10||23||24~28F All|
|Pogo H||14×4||All||13||28||23+3 After Landing||-23|
|Pogo D||9||Total 17|
Just a taste(P) can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.
If timed well, Growing Flower(K) can sometimes beat out players trying to punish pogo stance with it's 6 frames of strike invuln.
I'm a Flower(S) is no longer the staple in corner combos it was in AC, but it still sees rare use. The low in the h/l mixup Faust has on pogo. When YRCed is counted as mid hitting projectile instead of a low.
Going My Way(H) is what you'll usually be pressing for combos. It can catch them when they try to jump towards your pogo, But don't count on it. It's horrible on block to boot.
What Could This Be?(D) is a handy and incredibly fast way to get items out while on pogo. If you are on pogo and there isn't an item out, it could be a good time to throw, but you might want to have the meter to YRC it first too.
Pogo P: Pogo K:
- Stun value 64
- Stun value 96
- On YRC, becomes a Projectile that can be blocked Mid
- On YRC, becomes a Projectile that can be blocked Mid
Pogo H: Pogo D:
|1,40||All||21||Until Landing (15)3||Total 43|
Love is Faust's one reliable projectile, and it covers a decent angle below you. It is vulnerable to run-under against most characters or air-to-airs, so don't throw it out often if they aren't dealing with items.
Be aware that the explosion produced by "Love" can also hurt yourself.
- Explodes on self also(Self-blow up damage 30)
What Could This Be?
|Total 23 |
Faust's notorious item throw, be prepared for whatever item comes out and how your opponent will react to it. Faust's kit revolves around his items, so get as many out as you can.
Holding P lets Faust throw the item closer to himself and gives a chance to see which item it is. The startup is 25 frames when you do this, and recovers on frame 35.
General Item Notes:
- Each item's recovery refers to when you are able to throw another.
- Some items have Jackpot versions, which have different properties than their normal versions. Whenever you would throw the normal version, it has a small chance of being the Jackpot version instead (20% normally, 10% if thrown via W-W-What Could This Be?).
Script mining in October 2018 gave futher insight into the percentage chance each item has of being produced from a normal throw.
Although the exact percentage is not stated for each item, but the relationships between each item are accurate enough.
Hammer and mini-faust are the most likely items, poison/chocolate/doughnut all have the same chance, etc.
|Donut/Chocolate||16 Heal||50||194||pickup or expiry|
|Donut Box/Large Chocolate||48 Heal||50||194||pickup or expiry|
General Food information:
- Heals whoever picks up the food by walking over it.
- If any food is on the ground you can't throw another item (without super). Don't get yourself killed trying to pick it up.
- Sin gains 500 Calories should he pick up Faust's Food.
Donut Box and Golden Chocolate Bar are the Jackpot versions of Donut and Chocolate Bar.
- Golden chocolate bar also increases tension gain.
|Donut Box/Large Chocolate|
- Both items are functionally identical
Donut Box/Large Chocolate:
- Both items are functionally identical
|Hammer||44||All||13||41||contact or landing|
|Golden Hammer||44||All||13||41||contact or landing|
Covers air space just above Faust's 6P range. Builds good stun.
Getting a hammer after a 6P hit on an aerial opponent lets you continue a combo meterless.
Jackpot version of normal hammer. Deals 50% more stun than normal hammer.
- One counter hit from this item in addition to most combos is enough to stun Dizzy and Raven.
- Stun: 88
- Stun: 132
- Hitstop 20F
|Chibi Faust||25||All||45||contact or landing|
|Large Faust||25||All||45||contact or landing|
Also known as Mini Faust. When either version of Chibi Faust touches the ground, you can throw another item to keep up pressure.
- Chibi Faust will float towards the ground, and start marching forward when he lands.
- Chibi Faust has a hitbox as soon as it starts floating
- Can collide and trade with projectiles.
- Because he's so small, it's many projectiles will whiff once he's on the ground.
Chibi Faust enables Faust's setplay and will either force your opponent on the defensive, or cause them to jump and potentially get caught by an anti-air.
Jackpot version of mini Faust. Also known as Mega Faust.
- Same damage and behavior as Mini Faust, but much bigger.
The large hitbox means, for example, Ky's Stun Edge will trade with this, whereas it harmlessly passes over mini Faust. This can be a good and a bad thing, depending on how you play around it and seize the opportunities.
Chibi Faust: Large Faust:
- Bomb has no hitbox until it explodes
- Can hurt both players.
Getting the bomb is a good time to take to the sky and try to get an air throw or air-to-air. If they decide to block it on the ground, get pressure by throwing love or airdashing over their head for a crossup, and if they get hit you get to follow up with a combo. Not a bad item to get.
Jackpot version of normal bomb.
- Instead of exploding on the ground, it flies into the air and detonates into fireworks.
- Faust can low profile the explosion by forward crawling, or with the 3rd hit of 2K. Pressing any other button will get you hit.
Fireworks become active a full second after regular bomb, so you can't use the same setups or combos.
|Meteors||36×6||All||196～||0||all meteors land|
|Gigantic Meteor||36×7||All||196～||0||last hit after landing|
After a short delay, meteors fall from the sky towards your opponent. Meteors will always fall toward the position on the screen (not stage) where your opponent was when you threw the item, though there is some random spread to the projectiles.
Your opponent will most likely try to move to the other side of the screen, or yourself, to avoid the meteors. Regardless if they do or don't, you have the floor to run a mix up.
Jackpot version of normal meteors.
- Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking.
- If your opponent blocks it on the ground, it will completely obscure you and you can do any high/low mixup you like.
- The correct response from your opponent to this is to block it in the air. If they do, be ready to catch them with an anti-air or air throw after the impact.
Meteors: Gigantic Meteor:
- Hits standing Sol on 277F
Creates a floating cloud that lingers and can halt approaches. Unlike in XX, as soon as Poison touches the ground you can throw a new item, even before it goes active. Fill the screen with junk.
- Poison applies a damage over time effect on hit that ignores guts rating. The effect disappears if the enemy hits you with an attack, throw, or burst
- Has good vertical reach, and it is great for tick throws because it has minimal blockstun.
If they do take the poison, it could be prudent to play the lame game until the timer runs out. Due to characters' Guts property, poison damage is much more effective on lower health percentages.
100 Ton Weight
|100 Ton Weight||44,0||All,Unblockable||13||43,1||landing|
The weight is very similar to the hammer, but drops much quicker. So jump and see if you can't get an air-to-air. Also getting a weight after a 6P hit on an aerial opponent lets you continue a combo meterless.
- When the Weight hits the ground, any character that is on the ground takes an unblockable knockdown for no damage. You can avoid this by jumping, backdashing, or with the invuln on 5D's startup.
Jackpot version of 100 ton weight.
- Acts similarly to 100 ton weight, but hits twice in the air (on the way up and on the way down) and does an air knockdown if it hits in the air.
- The knockdown has a longer duration than 100 ton weight.
|100 Ton Weight||4||20||6|
100 Ton Weight:
- Stun: 88, 0
|Drum Can||barrel expires|
When the drum can hits the ground, oil spills out in a medium sized puddle.
- The oil reduces friction, meaning that it slows movement and causes players to slide slightly.
- While Drum Can's barrel is on screen you can't throw another item out (without super), but during the fading animation you can toss again.
- Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula, which can hit both players.
Some moves which can ignite oil:
Axl: Artemis Hunter, Sickle Storm Dizzy: For searing cod..., For roasting chestnuts..., Imperial Ray Elphelt: Berry Pine, Genoverse (When blocked or hit) Faust: Love, Bomb, Meteors Jack-O': j.D, Explode (minion or box), Calvados Jam: Gekirin (Lv 3 Only) Potemkin: Trishula Sol: Gun Flame, Ground Viper, Volcanic Viper, Break (D.I. Version Only), Tyrant Rave
- Oil startup 124F,Stays for 420F
Also known as springboard. While you can't throw items until it's gone, you can throw items the moment it's triggered by the enemy.
- The jump pad will fall to the ground, and will launch either player if they touch it. Both players can be launched simultaneously if they are both touching the pad when activated.
- On hit it'll launch one high into the air in an untechable state.
- If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated.
- The hit from Jump Pad can be blitzed.
If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics.
Black hole pulls Faust, the opponent, and any items on the field into it. The pull from the Black Hole reduces how high players can jump when within its range of influence. You can item toss again once the orb hits the ground.
While this can be useful in a few situations, generally it just forces Faust into close range with their opponent which against some characters can be a very bad thing. Most air combos will fail. You get a few extra combo routes while the black hole is out however, so it isn't altogether bad.
- 68F onwards pulls in characters and items towards Black Hole
A joke item. The first character to touch it while it's sitting on the ground has the pitch of their voice elevated. That's it. Thankfully, item lockout will only occur while it's in the air, so you don't have to pick it up to keep playing.
236P > wait for reach > 5D
Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his 5D move while they are in the air.
- Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary.
- The far point of the bat seems to give the highest velocity and an approximate 20° angle
- the closer, the higher and slower the throw will be.
- All items Faust creates can be thrown this way, except for Meteors and Big Meteor.
- Batted items have the same hitboxes, damage, and recovery that they normally do.
- You can't "force feed" someone by throwing them food this way. The food item will simply pass through the other character and won't be consumable until it reaches the ground.
Because of the item toss angle, most items can't be batted unless you do the charged version (236[P]).
Items you can bat either way are:
- mini Fausts
- mega fausts
- Black Hole
- Helium Gas
- Oil Drum.
Batting items is more silly than useful, though it can take opponents off guard. Most of the time it won't be optimal. As an example, mini Faust will be much more useful walking on the ground than being a projectile. Its ground presence hampers your opponent, reducing the space accessible to them. Batting it only improves your aggressive potential short term, but would actively reduce your screen control in the long term.
Stimulating Fists of Annihilation
236236S or 236236D
|30,0,Refer to notes
[37,0,Refer to notes]
Faust dives into the ground, swimming with his hand extended out as an ranged low. His only reversal besides 5D, though that can be YRC'd for better function. While this is much better than his XX super, you should probably be careful about using it because of how broadcast and predictable it is.
On hit, an angel and three reapers (black, green, and purple) are displayed then covered with four cups. Faust can switch these cups in specific patterns based on which button he presses, while the enemy must pick a cup to avoid taking damage. The goal is to make the opponent pick one of the reapers. On block, Faust is left insanely minus and will taunt awkwardly, at which point your opponent will gracefully kill you unless you RRC'd on block.
- Damage changes based on which of the 3 Reapers or Angel is picked.
- Damage Black Reaper:100 , Green Reaper:140 , Purple Reaper:180 , Angel: 10 to self (RISC Level 6)
- If the Angel is picked, there is a small chance it will turn into Black Reaper anyway.
- In the Burst version of this Overdrive, the Angel will always turn into Black Reaper.
- Pressing buttons will swap the cups around. You can do this multiple times very quickly to disguise where the Angel ends up.
- P swaps the first two cups, K swaps the middle cups, S swaps the last two cups, and H swaps the first and last cups.
- As soon as the opponent presses a button, they are locked into that choice. So if they are mashing after they get hit, their selection will get locked in right away (the pointing hand will flash white and there is a sound effect). If this happens, you can try and swap the Purple Reaper to that position if you've been keeping track of your swaps.
- Values in [ ] are for Burst version
- Damage changes based on any of the 3 Reapers and the Angel / Damage Reaper(Black):100 ,Reaper(Green):140 ,Reaper(Purple):180 ,Angel:Upon Self 10(RISC -6)
- Stun: 0
W-W-What Could This Be?
|236236P||Total 46(Super Freeze 1)||1~6F Strike|
|236236236P||Total 51(Super Freeze 1)||1~6F Strike|
Faust generally uses meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use one. Normal version throws 4 items. 100% version throws 10 items!
- The 100T weight can knock you down before you recover if thrown early, Bombs can blow you up in the 100% version, black hole will pull you towards your ensemble, Bombs destroy other items, Jump pad can save someone who'd otherwise be forced to block, You sometimes get a helium party, and multiple items tend to be redundant.
- Item startup at 7,17,27,42
- Item startup at 4,8,12,16,20,24,28,32,36,40
During IK mode: 236236H
Give them the makeover of their dreams. But really, don't use this unless you have a way to combo into it, or they are stunned.
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- IK Mode Activation: 82F [5F+5F]
|To edit frame data, edit values in GGXRD-R2/Faust/Data.|
- Answer [★]
- Axl Low [★]
- Baiken [★]
- Bedman [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Elphelt Valentine [★]
- Faust [★]
- I-No [★]
- Jack-O' [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Kum Haehyun [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Potemkin [★]
- Ramlethal Valentine [★]
- Raven [★]
- Sin Kiske [★]
- Slayer [★]
- Sol Badguy [★]
- Venom [★]
- Zato-1 [★]
Click [★] for character's full frame data
• Controls • HUD • FAQ •
• Movement/Canceling • Offense • Defense • Gauges • Attack Attributes •
Detailed & Advanced Information
• Damage/Combo • Frame Data & System Data • Universal Strategy • Misc •
• Patch Notes • Changelog • Tier Lists •
- Attack Level
- Blitz Shield
- Danger Time
- Dead Angle Attack
- Faultless Defense
- Forced Proration
- Initial Proration
- Instant Air Dash (IAD)
- Instant Block
- Jump Install
- Low Profile
- Mortal Counter
- Negative Penalty
- Off the Ground (OTG)
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Tension Gauge
- Ukemi (Teching)