https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Krackatoa&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T14:13:40ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Faust/Starter&diff=370797GGXRD-R2/Faust/Starter2023-01-23T19:34:14Z<p>Krackatoa: </p>
<hr />
<div>{{card<br />
|header=Introduction Video<br />
|content=<br />
<youtube>https://www.youtube.com/watch?v=kvD51Pf-QqM</youtube><br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Faust/Starter&diff=370796GGXRD-R2/Faust/Starter2023-01-23T19:28:53Z<p>Krackatoa: /* Learn Xrd Faust in 3 Minutes */</p>
<hr />
<div>{{card<br />
|header=Introduction Video<br />
|content=<youtube>https://www.youtube.com/watch?v=kvD51Pf-QqM</youtube><br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=370794User:Krackatoa2023-01-23T19:26:03Z<p>Krackatoa: /* Neutral Tools by Krackatoa */</p>
<hr />
<div>=Neutral Tools by Krackatoa (Xrd Faust)=<br />
==Stuff to Focus On==<br />
===When Approaching From A Distance...===<br />
These are options done against a passive opponent who might be waiting to see what you do, or is fearful of an item on screen.<br />
<br />
====2H====<br />
Capitalize on a passive opponent by swinging this as you get in range. <br />
<br />
This is a great way to secure an item. Being -5 at a distance on normal block, makes this anywhere from a neutral exchange to a big win.<br />
<br />
Things to focus on later: <br />
* Confirming into Pogo or Scalpel on Counterhit 2H.<br />
* Reaction YRC to save yourself if the opponent airdashes over it.<br />
<br />
====far.S====<br />
Less blockstun than 2H but same application. Compared to 2H, far.S is slightly better at catching someone trying to leave the ground. Great if time is of the essence.<br />
<br />
Loses to preemptive 6Ps, but this is why you have 2H.<br />
<br />
Things to focus on later: <br />
* Reaction YRC to save yourself if the opponent airdashes over it.<br />
<br />
====Dash up 2K > 5H====<br />
2K is a pretty great and active option, that just happens to catch airdashes as a bonus. If you really need to approach a passive opponent and Items aren't available, consider representing this.<br />
<br />
====Dash up Sudden j2K====<br />
j2K is so good at crushing a whole host of buttons, and is fairly safe on whiff. Huge reward on Counterhit.<br />
<br />
====6H > Item Toss====<br />
Great prediction counterpoke since you can do it out of range of suspected normals challenging other varieties of approach. Sol 2D is an excellent candidate for Counterpoke 6H, as an example. <br />
<br />
Lots of startup, but very active and can be hard for the opponent to see if there's an item on screen. If they block it, you get an Item.<br />
<br />
===When Challenging Approach...===<br />
These are options you would do on a read against approach. Faust's bigger buttons like 2H and far.S are often best used on a read. If you're waiting to see if the opponent is in range, it might be too late to act with them.<br />
<br />
====Early 2H====<br />
Very hard to whiff punish at supermax range, and slightly disjoint. If they want to challenge it at this range, they often have to do difficult things or airdash in.<br />
<br />
====2D====<br />
This is stumpier than 2H, but has a much more favourable hurtbox when it comes to airdashing opponents. Faust is so low that it can ruin certain air approaches, making it an interesting hedge against opponents approaching on the ground and via instant airdash<br />
<br />
====2P > 2H====<br />
Challenge approach while risking little on whiff, because if you buffer it correctly, the 2H won't register should the 2P whiff, leaving you available to anti-air. <br />
<br />
2P does have a poor hurtbox, but reaches so far and so fast that you'll be able to stuff deep approach while giving up nothing to a reactive or suddenly airborne attacker.<br />
<br />
Think of 2P as a defacto anti-air. You'll usually recover in time to do followup with Blitz Shield, if not a full 6P or 2K.<br />
<br />
====j2K====<br />
This move is the ultimate low crush, great done early, or on reaction to approach (Similar to 2P). If the opponent isn't representing a good move to stuff it (Ky 2H, deep dash Sol 5K), then you're going to win a lot of exchanges just by doing this on a read OR as a reaction to forward movement.<br />
<br />
It recovers so quickly on whiff that it's not something that can be whiff punished by a reactive player. It is burdensome for your opponent to deal with.<br />
<br />
====FDC jH====<br />
Great against air approach, and not really punishable on reaction. Forces really committal forward movement from the opponent, and for some characters, is incredibly hard to navigate.<br />
<br />
Can be mixed up with FDC j2K to really send them for a loop, should they start reacting to your jump with an approach that goes under jH.<br />
<br />
===When Playing Reactively===<br />
Completely passive play is useful to hedge against whiff-punishable grounded options while leaving yourself available to anti-air.<br />
<br />
These are your go-to if your opponent is swinging a lot in neutral, or jumping around unnecessarily.<br />
<br />
====far.S/2D/2H Whiff Punish====<br />
Something to keep in mind in neutral is if your opponent swings and misses, that you're ready to farm an item. Keep stock of your opponent's slow-to-recover normals, and follow up behind them with a poke into item toss.<br />
<br />
====Reaction Item Toss Whiff Punish====<br />
This move is so fast, look for opportunities to use it as a whiff punish. You can do this against wasteful movement or slow-to-recover options.<br />
<br />
===If You've Been Caught Playing Reactively===<br />
====Reaction 2P/5K/6P/j2K/Backdash====<br />
If you've been pressing nothing, but find your opponent has made their way into a threatening range, consider representing these fast, hard-to-contest options as a response.<br />
<br />
They all beat a different spread of options you normally see from an approaching opponent, but they each have incredibly fast startup.<br />
<br />
* 2P can still check deep approach. <br />
* 5K is insanely quick and active. <br />
* 6P hits upper body invuln in a couple of frames.<br />
* j2K can get up and over most lows in a handful of frames. (It's like upside-down 6P)<br />
* Backdash can reset positioning and sometimes net you a decent whiff punish. Sometimes getting air hit during backdash can even ruin their offense.<br />
<br />
====Keep Playing Reactively====<br />
Sometimes they'll be correct to approach, but have a habit of bailing anyways or doing something whiff-punishable as they go after the above options. Remember to ask yourself what you could have gotten for staying put.<br />
<br />
<br />
==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump (with Throw)<br />
| Oneliner = Good against certain players who do throw punishable things on wakeup. (Kliff players)<br />
| Difficulty = {{clr|2|Vs. Kliff - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Following your favourite safejump, buffer some variation of Throw OS.<br />
| content =<br />
A pretty good way to cover against Kliff wakeup dodge/chop.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Meaty (With Anti-Backdash OS)<br />
| Oneliner = Cover against backdash by making use of the gatling system.<br />
| Difficulty = {{clr|2|Vs. All Characters (But Especially Pot)}}<br />
| Anchor = <br />
| Youtube = nS6KB1QcBr8<br />
| Size = 256x192<br />
| Recipe = A Fast to Recover Meaty > Buffer your Gatling Immediately, but link a backdash catch when your meaty whiffs.<br />
| content =<br />
For example, Faust can input Meaty 5P > 2S 2S against Potemkin. The timing is generous, and Potemkin doesn't have a single reversal option to stop the 5P.<br />
<br />
Characters with faster backdashes are immune to this kind of play.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
{{BeginnerComboDef|textOverride=Below are the easier option-selects for gremlins.}}<br />
{{TheoryBox<br />
| Title = Wakeup Throw vs. Wakeup FD (Anti-Crossup OS)<br />
| Oneliner = On Wakeup, input 6PH or 4PH (or variants), to auto-correct a wakeup normal with FD.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 6PH or 4PH<br />
| content =<br />
Can be a great hedge against certain wakeup situations where throw/6P in one direction, and FD in the other, could be useful. Examples: Slayer, Leo and I-no Crossups.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Post-Blitz > Dash Air Throw<br />
| Oneliner = In Post-Blitz situations, this can act as a good hedge whether the opponent does Blitz Back or not.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Blitz > dash > j.6P+H/6K+H/6K+H<br />
| content =<br />
After a successful Blitz, dash into airthrow with an Air Throw OS that can convert should a button come out instead.<br />
<br />
If the opponent is in Blitz recovery, you cannot throw them. If they blitz back, you will throw them.<br />
<br />
If they blitz just after you input your OS, but before your normal connects, you will poke into their Blitz.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Meaty (With Anti-Backdash OS)<br />
| Oneliner = Cover against backdash by making use of the gatling system.<br />
| Difficulty = {{clr|2|Vs. All Characters (But Especially Pot)}}<br />
| Anchor = <br />
| Youtube = nS6KB1QcBr8<br />
| Size = 256x192<br />
| Recipe = A Fast to Recover Meaty > Buffer your Gatling Immediately, but link a backdash catch when your meaty whiffs.<br />
| content =<br />
For example, Faust can input Meaty 5P > 2S 2S against Potemkin. The timing is generous, and Potemkin doesn't have a single reversal option to stop the 5P.<br />
<br />
Characters with faster backdashes are immune to this kind of play.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are the intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Reaction)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach or other reactable options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On reaction to the situation)<br />
| content =<br />
Usually an opportunity for this occurs if you press a button AFTER the opponent takes to the air, or introduces some slow crushing option. YRC has 6f startup, so in certain cases, that's not enough time to save yourself on reaction, depending on how fast the approach option is.<br />
<br />
This is a good option to keep on deck, because taking advantage of reactable situations means you're never using meter unnecessarily.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Read)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach and other options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On a read, regardless of the situation)<br />
| content =<br />
This is a less conservative version of Poke YRC (Reaction), given that you are hedging immediately against other options with YRC. This can pull your poke out of reach of a 6P hitbox, give you more time to capitalize vs. a backdash, or give you more time to anti-air an airborne opponent.<br />
<br />
The aim is to YRC during the active frames of your poke.<br />
<br />
'''If you have 25 to 49 bar, you can't get PRC or RC on block.'''<br />
<br />
Done too much, you will burn through all your meter, as flagrant YRC comes with significant tension gain penalty beyond the 25 bar used.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Kara-Blitz<br />
| Oneliner = Useful in very specific situations. It is possible to kara cancel 4H into 5S+H, for Throw into Blitz on whiff.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On wakeup, or in gaps, input 4H5~S<br />
| content =<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Divekick<br />
| Oneliner = Faust j2K is a gross move.<br />
| Difficulty = {{clr|3|Faust Only - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On defense, 171K<br />
| content =<br />
You can mix this in your defense to crush stagger lows really well. Tight strings won't catch you, and it can be tricky to convert against Faust doing this if the opponent isn't ready for him.<br />
}}<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=370793User:Krackatoa2023-01-23T19:25:41Z<p>Krackatoa: /* Krackatoa's Big List of Option-Selects */</p>
<hr />
<div>=Neutral Tools by Krackatoa=<br />
==Stuff to Focus On==<br />
===When Approaching From A Distance...===<br />
These are options done against a passive opponent who might be waiting to see what you do, or is fearful of an item on screen.<br />
<br />
====2H====<br />
Capitalize on a passive opponent by swinging this as you get in range. <br />
<br />
This is a great way to secure an item. Being -5 at a distance on normal block, makes this anywhere from a neutral exchange to a big win.<br />
<br />
Things to focus on later: <br />
* Confirming into Pogo or Scalpel on Counterhit 2H.<br />
* Reaction YRC to save yourself if the opponent airdashes over it.<br />
<br />
====far.S====<br />
Less blockstun than 2H but same application. Compared to 2H, far.S is slightly better at catching someone trying to leave the ground. Great if time is of the essence.<br />
<br />
Loses to preemptive 6Ps, but this is why you have 2H.<br />
<br />
Things to focus on later: <br />
* Reaction YRC to save yourself if the opponent airdashes over it.<br />
<br />
====Dash up 2K > 5H====<br />
2K is a pretty great and active option, that just happens to catch airdashes as a bonus. If you really need to approach a passive opponent and Items aren't available, consider representing this.<br />
<br />
====Dash up Sudden j2K====<br />
j2K is so good at crushing a whole host of buttons, and is fairly safe on whiff. Huge reward on Counterhit.<br />
<br />
====6H > Item Toss====<br />
Great prediction counterpoke since you can do it out of range of suspected normals challenging other varieties of approach. Sol 2D is an excellent candidate for Counterpoke 6H, as an example. <br />
<br />
Lots of startup, but very active and can be hard for the opponent to see if there's an item on screen. If they block it, you get an Item.<br />
<br />
===When Challenging Approach...===<br />
These are options you would do on a read against approach. Faust's bigger buttons like 2H and far.S are often best used on a read. If you're waiting to see if the opponent is in range, it might be too late to act with them.<br />
<br />
====Early 2H====<br />
Very hard to whiff punish at supermax range, and slightly disjoint. If they want to challenge it at this range, they often have to do difficult things or airdash in.<br />
<br />
====2D====<br />
This is stumpier than 2H, but has a much more favourable hurtbox when it comes to airdashing opponents. Faust is so low that it can ruin certain air approaches, making it an interesting hedge against opponents approaching on the ground and via instant airdash<br />
<br />
====2P > 2H====<br />
Challenge approach while risking little on whiff, because if you buffer it correctly, the 2H won't register should the 2P whiff, leaving you available to anti-air. <br />
<br />
2P does have a poor hurtbox, but reaches so far and so fast that you'll be able to stuff deep approach while giving up nothing to a reactive or suddenly airborne attacker.<br />
<br />
Think of 2P as a defacto anti-air. You'll usually recover in time to do followup with Blitz Shield, if not a full 6P or 2K.<br />
<br />
====j2K====<br />
This move is the ultimate low crush, great done early, or on reaction to approach (Similar to 2P). If the opponent isn't representing a good move to stuff it (Ky 2H, deep dash Sol 5K), then you're going to win a lot of exchanges just by doing this on a read OR as a reaction to forward movement.<br />
<br />
It recovers so quickly on whiff that it's not something that can be whiff punished by a reactive player. It is burdensome for your opponent to deal with.<br />
<br />
====FDC jH====<br />
Great against air approach, and not really punishable on reaction. Forces really committal forward movement from the opponent, and for some characters, is incredibly hard to navigate.<br />
<br />
Can be mixed up with FDC j2K to really send them for a loop, should they start reacting to your jump with an approach that goes under jH.<br />
<br />
===When Playing Reactively===<br />
Completely passive play is useful to hedge against whiff-punishable grounded options while leaving yourself available to anti-air.<br />
<br />
These are your go-to if your opponent is swinging a lot in neutral, or jumping around unnecessarily.<br />
<br />
====far.S/2D/2H Whiff Punish====<br />
Something to keep in mind in neutral is if your opponent swings and misses, that you're ready to farm an item. Keep stock of your opponent's slow-to-recover normals, and follow up behind them with a poke into item toss.<br />
<br />
====Reaction Item Toss Whiff Punish====<br />
This move is so fast, look for opportunities to use it as a whiff punish. You can do this against wasteful movement or slow-to-recover options.<br />
<br />
===If You've Been Caught Playing Reactively===<br />
====Reaction 2P/5K/6P/j2K/Backdash====<br />
If you've been pressing nothing, but find your opponent has made their way into a threatening range, consider representing these fast, hard-to-contest options as a response.<br />
<br />
They all beat a different spread of options you normally see from an approaching opponent, but they each have incredibly fast startup.<br />
<br />
* 2P can still check deep approach. <br />
* 5K is insanely quick and active. <br />
* 6P hits upper body invuln in a couple of frames.<br />
* j2K can get up and over most lows in a handful of frames. (It's like upside-down 6P)<br />
* Backdash can reset positioning and sometimes net you a decent whiff punish. Sometimes getting air hit during backdash can even ruin their offense.<br />
<br />
====Keep Playing Reactively====<br />
Sometimes they'll be correct to approach, but have a habit of bailing anyways or doing something whiff-punishable as they go after the above options. Remember to ask yourself what you could have gotten for staying put.<br />
<br />
<br />
==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump (with Throw)<br />
| Oneliner = Good against certain players who do throw punishable things on wakeup. (Kliff players)<br />
| Difficulty = {{clr|2|Vs. Kliff - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Following your favourite safejump, buffer some variation of Throw OS.<br />
| content =<br />
A pretty good way to cover against Kliff wakeup dodge/chop.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Meaty (With Anti-Backdash OS)<br />
| Oneliner = Cover against backdash by making use of the gatling system.<br />
| Difficulty = {{clr|2|Vs. All Characters (But Especially Pot)}}<br />
| Anchor = <br />
| Youtube = nS6KB1QcBr8<br />
| Size = 256x192<br />
| Recipe = A Fast to Recover Meaty > Buffer your Gatling Immediately, but link a backdash catch when your meaty whiffs.<br />
| content =<br />
For example, Faust can input Meaty 5P > 2S 2S against Potemkin. The timing is generous, and Potemkin doesn't have a single reversal option to stop the 5P.<br />
<br />
Characters with faster backdashes are immune to this kind of play.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
{{BeginnerComboDef|textOverride=Below are the easier option-selects for gremlins.}}<br />
{{TheoryBox<br />
| Title = Wakeup Throw vs. Wakeup FD (Anti-Crossup OS)<br />
| Oneliner = On Wakeup, input 6PH or 4PH (or variants), to auto-correct a wakeup normal with FD.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 6PH or 4PH<br />
| content =<br />
Can be a great hedge against certain wakeup situations where throw/6P in one direction, and FD in the other, could be useful. Examples: Slayer, Leo and I-no Crossups.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Post-Blitz > Dash Air Throw<br />
| Oneliner = In Post-Blitz situations, this can act as a good hedge whether the opponent does Blitz Back or not.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Blitz > dash > j.6P+H/6K+H/6K+H<br />
| content =<br />
After a successful Blitz, dash into airthrow with an Air Throw OS that can convert should a button come out instead.<br />
<br />
If the opponent is in Blitz recovery, you cannot throw them. If they blitz back, you will throw them.<br />
<br />
If they blitz just after you input your OS, but before your normal connects, you will poke into their Blitz.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Meaty (With Anti-Backdash OS)<br />
| Oneliner = Cover against backdash by making use of the gatling system.<br />
| Difficulty = {{clr|2|Vs. All Characters (But Especially Pot)}}<br />
| Anchor = <br />
| Youtube = nS6KB1QcBr8<br />
| Size = 256x192<br />
| Recipe = A Fast to Recover Meaty > Buffer your Gatling Immediately, but link a backdash catch when your meaty whiffs.<br />
| content =<br />
For example, Faust can input Meaty 5P > 2S 2S against Potemkin. The timing is generous, and Potemkin doesn't have a single reversal option to stop the 5P.<br />
<br />
Characters with faster backdashes are immune to this kind of play.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are the intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Reaction)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach or other reactable options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On reaction to the situation)<br />
| content =<br />
Usually an opportunity for this occurs if you press a button AFTER the opponent takes to the air, or introduces some slow crushing option. YRC has 6f startup, so in certain cases, that's not enough time to save yourself on reaction, depending on how fast the approach option is.<br />
<br />
This is a good option to keep on deck, because taking advantage of reactable situations means you're never using meter unnecessarily.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Read)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach and other options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On a read, regardless of the situation)<br />
| content =<br />
This is a less conservative version of Poke YRC (Reaction), given that you are hedging immediately against other options with YRC. This can pull your poke out of reach of a 6P hitbox, give you more time to capitalize vs. a backdash, or give you more time to anti-air an airborne opponent.<br />
<br />
The aim is to YRC during the active frames of your poke.<br />
<br />
'''If you have 25 to 49 bar, you can't get PRC or RC on block.'''<br />
<br />
Done too much, you will burn through all your meter, as flagrant YRC comes with significant tension gain penalty beyond the 25 bar used.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Kara-Blitz<br />
| Oneliner = Useful in very specific situations. It is possible to kara cancel 4H into 5S+H, for Throw into Blitz on whiff.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On wakeup, or in gaps, input 4H5~S<br />
| content =<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Divekick<br />
| Oneliner = Faust j2K is a gross move.<br />
| Difficulty = {{clr|3|Faust Only - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On defense, 171K<br />
| content =<br />
You can mix this in your defense to crush stagger lows really well. Tight strings won't catch you, and it can be tricky to convert against Faust doing this if the opponent isn't ready for him.<br />
}}<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Faust/Starter&diff=370792GGXRD-R2/Faust/Starter2023-01-23T19:25:21Z<p>Krackatoa: Replaced content with "=Learn Xrd Faust in 3 Minutes= <youtube>https://www.youtube.com/watch?v=kvD51Pf-QqM</youtube>"</p>
<hr />
<div>=Learn Xrd Faust in 3 Minutes=<br />
<youtube>https://www.youtube.com/watch?v=kvD51Pf-QqM</youtube></div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Faust/Starter&diff=370317GGXRD-R2/Faust/Starter2023-01-20T20:57:22Z<p>Krackatoa: Starter Page</p>
<hr />
<div>=Learn Xrd Faust in 3 Minutes=<br />
<youtube>https://www.youtube.com/watch?v=kvD51Pf-QqM</youtube><br />
<br />
=Neutral Tools by Krackatoa=<br />
==Stuff to Focus On==<br />
===When Approaching From A Distance...===<br />
These are options done against a passive opponent who might be waiting to see what you do, or is fearful of an item on screen.<br />
<br />
====2H====<br />
Capitalize on a passive opponent by swinging this as you get in range. <br />
<br />
This is a great way to secure an item. Being -5 at a distance on normal block, makes this anywhere from a neutral exchange to a big win.<br />
<br />
Things to focus on later: <br />
* Confirming into Pogo or Scalpel on Counterhit 2H.<br />
* Reaction YRC to save yourself if the opponent airdashes over it.<br />
<br />
====far.S====<br />
Less blockstun than 2H but same application. Compared to 2H, far.S is slightly better at catching someone trying to leave the ground. Great if time is of the essence.<br />
<br />
Loses to preemptive 6Ps, but this is why you have 2H.<br />
<br />
Things to focus on later: <br />
* Reaction YRC to save yourself if the opponent airdashes over it.<br />
<br />
====Dash up 2K > 5H====<br />
2K is a pretty great and active option, that just happens to catch airdashes as a bonus. If you really need to approach a passive opponent and Items aren't available, consider representing this.<br />
<br />
====Dash up Sudden j2K====<br />
j2K is so good at crushing a whole host of buttons, and is fairly safe on whiff. Huge reward on Counterhit.<br />
<br />
====6H > Item Toss====<br />
Great prediction counterpoke since you can do it out of range of suspected normals challenging other varieties of approach. Sol 2D is an excellent candidate for Counterpoke 6H, as an example. <br />
<br />
Lots of startup, but very active and can be hard for the opponent to see if there's an item on screen. If they block it, you get an Item.<br />
<br />
===When Challenging Approach...===<br />
These are options you would do on a read against approach. Faust's bigger buttons like 2H and far.S are often best used on a read. If you're waiting to see if the opponent is in range, it might be too late to act with them.<br />
<br />
====Early 2H====<br />
Very hard to whiff punish at supermax range, and slightly disjoint. If they want to challenge it at this range, they often have to do difficult things or airdash in.<br />
<br />
====2D====<br />
This is stumpier than 2H, but has a much more favourable hurtbox when it comes to airdashing opponents. Faust is so low that it can ruin certain air approaches, making it an interesting hedge against opponents approaching on the ground and via instant airdash<br />
<br />
====2P > 2H====<br />
Challenge approach while risking little on whiff, because if you buffer it correctly, the 2H won't register should the 2P whiff, leaving you available to anti-air. <br />
<br />
2P does have a poor hurtbox, but reaches so far and so fast that you'll be able to stuff deep approach while giving up nothing to a reactive or suddenly airborne attacker.<br />
<br />
Think of 2P as a defacto anti-air. You'll usually recover in time to do followup with Blitz Shield, if not a full 6P or 2K.<br />
<br />
====j2K====<br />
This move is the ultimate low crush, great done early, or on reaction to approach (Similar to 2P). If the opponent isn't representing a good move to stuff it (Ky 2H, deep dash Sol 5K), then you're going to win a lot of exchanges just by doing this on a read OR as a reaction to forward movement.<br />
<br />
It recovers so quickly on whiff that it's not something that can be whiff punished by a reactive player. It is burdensome for your opponent to deal with.<br />
<br />
====FDC jH====<br />
Great against air approach, and not really punishable on reaction. Forces really committal forward movement from the opponent, and for some characters, is incredibly hard to navigate.<br />
<br />
Can be mixed up with FDC j2K to really send them for a loop, should they start reacting to your jump with an approach that goes under jH.<br />
<br />
===When Playing Reactively===<br />
Completely passive play is useful to hedge against whiff-punishable grounded options while leaving yourself available to anti-air.<br />
<br />
These are your go-to if your opponent is swinging a lot in neutral, or jumping around unnecessarily.<br />
<br />
====far.S/2D/2H Whiff Punish====<br />
Something to keep in mind in neutral is if your opponent swings and misses, that you're ready to farm an item. Keep stock of your opponent's slow-to-recover normals, and follow up behind them with a poke into item toss.<br />
<br />
====Reaction Item Toss Whiff Punish====<br />
This move is so fast, look for opportunities to use it as a whiff punish. You can do this against wasteful movement or slow-to-recover options.<br />
<br />
===If You've Been Caught Playing Reactively===<br />
====Reaction 2P/5K/6P/j2K/Backdash====<br />
If you've been pressing nothing, but find your opponent has made their way into a threatening range, consider representing these fast, hard-to-contest options as a response.<br />
<br />
They all beat a different spread of options you normally see from an approaching opponent, but they each have incredibly fast startup.<br />
<br />
* 2P can still check deep approach. <br />
* 5K is insanely quick and active. <br />
* 6P hits upper body invuln in a couple of frames.<br />
* j2K can get up and over most lows in a handful of frames. (It's like upside-down 6P)<br />
* Backdash can reset positioning and sometimes net you a decent whiff punish. Sometimes getting air hit during backdash can even ruin their offense.<br />
<br />
====Keep Playing Reactively====<br />
Sometimes they'll be correct to approach, but have a habit of bailing anyways or doing something whiff-punishable as they go after the above options. Remember to ask yourself what you could have gotten for staying put.</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349072User:Krackatoa2022-12-02T06:21:52Z<p>Krackatoa: </p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump (with Throw)<br />
| Oneliner = Good against certain players who do throw punishable things on wakeup. (Kliff players)<br />
| Difficulty = {{clr|2|Vs. Kliff - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Following your favourite safejump, buffer some variation of Throw OS.<br />
| content =<br />
A pretty good way to cover against Kliff wakeup dodge/chop.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Meaty (With Anti-Backdash OS)<br />
| Oneliner = Cover against backdash by making use of the gatling system.<br />
| Difficulty = {{clr|2|Vs. All Characters (But Especially Pot)}}<br />
| Anchor = <br />
| Youtube = nS6KB1QcBr8<br />
| Size = 256x192<br />
| Recipe = A Fast to Recover Meaty > Buffer your Gatling Immediately, but link a backdash catch when your meaty whiffs.<br />
| content =<br />
For example, Faust can input Meaty 5P > 2S 2S against Potemkin. The timing is generous, and Potemkin doesn't have a single reversal option to stop the 5P.<br />
<br />
Characters with faster backdashes are immune to this kind of play.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
{{BeginnerComboDef|textOverride=Below are the easier option-selects for gremlins.}}<br />
{{TheoryBox<br />
| Title = Wakeup Throw vs. Wakeup FD (Anti-Crossup OS)<br />
| Oneliner = On Wakeup, input 6PH or 4PH (or variants), to auto-correct a wakeup normal with FD.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 6PH or 4PH<br />
| content =<br />
Can be a great hedge against certain wakeup situations where throw/6P in one direction, and FD in the other, could be useful. Examples: Slayer, Leo and I-no Crossups.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Post-Blitz > Dash Air Throw<br />
| Oneliner = In Post-Blitz situations, this can act as a good hedge whether the opponent does Blitz Back or not.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Blitz > dash > j.6P+H/6K+H/6K+H<br />
| content =<br />
After a successful Blitz, dash into airthrow with an Air Throw OS that can convert should a button come out instead.<br />
<br />
If the opponent is in Blitz recovery, you cannot throw them. If they blitz back, you will throw them.<br />
<br />
If they blitz just after you input your OS, but before your normal connects, you will poke into their Blitz.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Meaty (With Anti-Backdash OS)<br />
| Oneliner = Cover against backdash by making use of the gatling system.<br />
| Difficulty = {{clr|2|Vs. All Characters (But Especially Pot)}}<br />
| Anchor = <br />
| Youtube = nS6KB1QcBr8<br />
| Size = 256x192<br />
| Recipe = A Fast to Recover Meaty > Buffer your Gatling Immediately, but link a backdash catch when your meaty whiffs.<br />
| content =<br />
For example, Faust can input Meaty 5P > 2S 2S against Potemkin. The timing is generous, and Potemkin doesn't have a single reversal option to stop the 5P.<br />
<br />
Characters with faster backdashes are immune to this kind of play.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are the intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Reaction)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach or other reactable options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On reaction to the situation)<br />
| content =<br />
Usually an opportunity for this occurs if you press a button AFTER the opponent takes to the air, or introduces some slow crushing option. YRC has 6f startup, so in certain cases, that's not enough time to save yourself on reaction, depending on how fast the approach option is.<br />
<br />
This is a good option to keep on deck, because taking advantage of reactable situations means you're never using meter unnecessarily.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Read)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach and other options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On a read, regardless of the situation)<br />
| content =<br />
This is a less conservative version of Poke YRC (Reaction), given that you are hedging immediately against other options with YRC. This can pull your poke out of reach of a 6P hitbox, give you more time to capitalize vs. a backdash, or give you more time to anti-air an airborne opponent.<br />
<br />
The aim is to YRC during the active frames of your poke.<br />
<br />
'''If you have 25 to 49 bar, you can't get PRC or RC on block.'''<br />
<br />
Done too much, you will burn through all your meter, as flagrant YRC comes with significant tension gain penalty beyond the 25 bar used.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Kara-Blitz<br />
| Oneliner = Useful in very specific situations. It is possible to kara cancel 4H into 5S+H, for Throw into Blitz on whiff.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On wakeup, or in gaps, input 4H5~S<br />
| content =<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Divekick<br />
| Oneliner = Faust j2K is a gross move.<br />
| Difficulty = {{clr|3|Faust Only - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On defense, 171K<br />
| content =<br />
You can mix this in your defense to crush stagger lows really well. Tight strings won't catch you, and it can be tricky to convert against Faust doing this if the opponent isn't ready for him.<br />
}}<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349071User:Krackatoa2022-12-02T06:20:15Z<p>Krackatoa: /* Guilty Gear Accent Core +R */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump (with Throw)<br />
| Oneliner = Good against certain players who do throw punishable things on wakeup. (Kliff players)<br />
| Difficulty = {{clr|2|Vs. Kliff - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Following your favourite safejump, buffer some variation of Throw OS.<br />
| content =<br />
A pretty good way to cover against Kliff wakeup dodge/chop.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Meaty (With Anti-Backdash OS)<br />
| Oneliner = Cover against backdash by making use of the gatling system.<br />
| Difficulty = {{clr|2|Vs. All Characters (But Especially Pot)}}<br />
| Anchor = <br />
| Youtube = nS6KB1QcBr8<br />
| Size = 256x192<br />
| Recipe = A Fast to Recover Meaty > Buffer your Gatling Immediately, but link a backdash catch when your meaty whiffs.<br />
| content =<br />
For example, Faust can input Meaty 5P > 2S 2S against Potemkin. The timing is generous, and Potemkin doesn't have a single reversal option to stop the 5P.<br />
<br />
Characters with faster backdashes are immune to this kind of play.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
{{BeginnerComboDef|textOverride=Below are the easier option-selects for gremlins.}}<br />
{{TheoryBox<br />
| Title = Wakeup Throw vs. Wakeup FD (Anti-Crossup OS)<br />
| Oneliner = On Wakeup, input 6PH or 4PH (or variants), to auto-correct a wakeup normal with FD.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 6PH or 4PH<br />
| content =<br />
Can be a great hedge against certain wakeup situations where throw/6P in one direction, and FD in the other, could be useful. Examples: Slayer, Leo and I-no Crossups.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Post-Blitz > Dash Air Throw<br />
| Oneliner = In Post-Blitz situations, this can act as a good hedge whether the opponent does Blitz Back or not.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Blitz > dash > j.6P+H/6K+H/6K+H<br />
| content =<br />
After a successful Blitz, dash into airthrow with an Air Throw OS that can convert should a button come out instead.<br />
<br />
If the opponent is in Blitz recovery, you cannot throw them. If they blitz back, you will throw them.<br />
<br />
If they blitz just after you input your OS, but before your normal connects, you will poke into their Blitz.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are the intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Reaction)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach or other reactable options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On reaction to the situation)<br />
| content =<br />
Usually an opportunity for this occurs if you press a button AFTER the opponent takes to the air, or introduces some slow crushing option. YRC has 6f startup, so in certain cases, that's not enough time to save yourself on reaction, depending on how fast the approach option is.<br />
<br />
This is a good option to keep on deck, because taking advantage of reactable situations means you're never using meter unnecessarily.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Read)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach and other options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On a read, regardless of the situation)<br />
| content =<br />
This is a less conservative version of Poke YRC (Reaction), given that you are hedging immediately against other options with YRC. This can pull your poke out of reach of a 6P hitbox, give you more time to capitalize vs. a backdash, or give you more time to anti-air an airborne opponent.<br />
<br />
The aim is to YRC during the active frames of your poke.<br />
<br />
'''If you have 25 to 49 bar, you can't get PRC or RC on block.'''<br />
<br />
Done too much, you will burn through all your meter, as flagrant YRC comes with significant tension gain penalty beyond the 25 bar used.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Kara-Blitz<br />
| Oneliner = Useful in very specific situations. It is possible to kara cancel 4H into 5S+H, for Throw into Blitz on whiff.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On wakeup, or in gaps, input 4H5~S<br />
| content =<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Divekick<br />
| Oneliner = Faust j2K is a gross move.<br />
| Difficulty = {{clr|3|Faust Only - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On defense, 171K<br />
| content =<br />
You can mix this in your defense to crush stagger lows really well. Tight strings won't catch you, and it can be tricky to convert against Faust doing this if the opponent isn't ready for him.<br />
}}<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349070User:Krackatoa2022-12-02T06:17:57Z<p>Krackatoa: /* Guilty Gear Accent Core +R */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump (with Throw)<br />
| Oneliner = Good against certain players who do throw punishable things on wakeup. (Kliff players)<br />
| Difficulty = {{clr|2|Vs. Kliff - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Following your favourite safejump, buffer some variation of Throw OS.<br />
| content =<br />
A pretty good way to cover against Kliff wakeup dodge/chop.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Meaty (With Anti-Backdash OS)<br />
| Oneliner = Cover against backdash by making use of the gatling system.<br />
| Difficulty = {{clr|2|Vs. All Characters (But Especially Pot)}}<br />
| Anchor = <br />
| Video = nS6KB1QcBr8<br />
| Size = 256x192<br />
| Recipe = A Fast to Recover Meaty > Buffer your Gatling Immediately, but link a backdash catch when your meaty whiffs.<br />
| content =<br />
For example, Faust can input Meaty 5P > 2S 2S against Potemkin. The timing is generous, and Potemkin doesn't have a single reversal option to stop the 5P.<br />
<br />
Characters with faster backdashes are immune to this kind of play.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
{{BeginnerComboDef|textOverride=Below are the easier option-selects for gremlins.}}<br />
{{TheoryBox<br />
| Title = Wakeup Throw vs. Wakeup FD (Anti-Crossup OS)<br />
| Oneliner = On Wakeup, input 6PH or 4PH (or variants), to auto-correct a wakeup normal with FD.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 6PH or 4PH<br />
| content =<br />
Can be a great hedge against certain wakeup situations where throw/6P in one direction, and FD in the other, could be useful. Examples: Slayer, Leo and I-no Crossups.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Post-Blitz > Dash Air Throw<br />
| Oneliner = In Post-Blitz situations, this can act as a good hedge whether the opponent does Blitz Back or not.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Blitz > dash > j.6P+H/6K+H/6K+H<br />
| content =<br />
After a successful Blitz, dash into airthrow with an Air Throw OS that can convert should a button come out instead.<br />
<br />
If the opponent is in Blitz recovery, you cannot throw them. If they blitz back, you will throw them.<br />
<br />
If they blitz just after you input your OS, but before your normal connects, you will poke into their Blitz.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are the intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Reaction)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach or other reactable options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On reaction to the situation)<br />
| content =<br />
Usually an opportunity for this occurs if you press a button AFTER the opponent takes to the air, or introduces some slow crushing option. YRC has 6f startup, so in certain cases, that's not enough time to save yourself on reaction, depending on how fast the approach option is.<br />
<br />
This is a good option to keep on deck, because taking advantage of reactable situations means you're never using meter unnecessarily.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Read)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach and other options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On a read, regardless of the situation)<br />
| content =<br />
This is a less conservative version of Poke YRC (Reaction), given that you are hedging immediately against other options with YRC. This can pull your poke out of reach of a 6P hitbox, give you more time to capitalize vs. a backdash, or give you more time to anti-air an airborne opponent.<br />
<br />
The aim is to YRC during the active frames of your poke.<br />
<br />
'''If you have 25 to 49 bar, you can't get PRC or RC on block.'''<br />
<br />
Done too much, you will burn through all your meter, as flagrant YRC comes with significant tension gain penalty beyond the 25 bar used.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Kara-Blitz<br />
| Oneliner = Useful in very specific situations. It is possible to kara cancel 4H into 5S+H, for Throw into Blitz on whiff.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On wakeup, or in gaps, input 4H5~S<br />
| content =<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Divekick<br />
| Oneliner = Faust j2K is a gross move.<br />
| Difficulty = {{clr|3|Faust Only - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On defense, 171K<br />
| content =<br />
You can mix this in your defense to crush stagger lows really well. Tight strings won't catch you, and it can be tricky to convert against Faust doing this if the opponent isn't ready for him.<br />
}}<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349069User:Krackatoa2022-12-02T06:15:12Z<p>Krackatoa: /* Guilty Gear Accent Core +R */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump (with Throw)<br />
| Oneliner = Good against certain players who do throw punishable things on wakeup. (Kliff players)<br />
| Difficulty = {{clr|2|Vs. Kliff - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Following your favourite safejump, buffer some variation of Throw OS.<br />
| content =<br />
A pretty good way to cover against Kliff wakeup dodge/chop.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Meaty (With Anti-Backdash OS)<br />
| Oneliner = Cover against backdash by making use of the gatling system.<br />
| Difficulty = {{clr|2|Vs. All Characters (But Especially Pot)}}<br />
| Anchor = <br />
| Video = https://www.youtube.com/watch?v=nS6KB1QcBr8<br />
| Size = 256x192<br />
| Recipe = A Fast to Recover Meaty > Buffer your Gatling Immediately, but link a backdash catch when your meaty whiffs.<br />
| content =<br />
For example, Faust can input Meaty 5P > 2S 2S against Potemkin. The timing is generous, and Potemkin doesn't have a single reversal option to stop the 5P.<br />
<br />
Characters with faster backdashes are immune to this kind of play.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
{{BeginnerComboDef|textOverride=Below are the easier option-selects for gremlins.}}<br />
{{TheoryBox<br />
| Title = Wakeup Throw vs. Wakeup FD (Anti-Crossup OS)<br />
| Oneliner = On Wakeup, input 6PH or 4PH (or variants), to auto-correct a wakeup normal with FD.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 6PH or 4PH<br />
| content =<br />
Can be a great hedge against certain wakeup situations where throw/6P in one direction, and FD in the other, could be useful. Examples: Slayer, Leo and I-no Crossups.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Post-Blitz > Dash Air Throw<br />
| Oneliner = In Post-Blitz situations, this can act as a good hedge whether the opponent does Blitz Back or not.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Blitz > dash > j.6P+H/6K+H/6K+H<br />
| content =<br />
After a successful Blitz, dash into airthrow with an Air Throw OS that can convert should a button come out instead.<br />
<br />
If the opponent is in Blitz recovery, you cannot throw them. If they blitz back, you will throw them.<br />
<br />
If they blitz just after you input your OS, but before your normal connects, you will poke into their Blitz.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are the intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Reaction)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach or other reactable options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On reaction to the situation)<br />
| content =<br />
Usually an opportunity for this occurs if you press a button AFTER the opponent takes to the air, or introduces some slow crushing option. YRC has 6f startup, so in certain cases, that's not enough time to save yourself on reaction, depending on how fast the approach option is.<br />
<br />
This is a good option to keep on deck, because taking advantage of reactable situations means you're never using meter unnecessarily.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Read)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach and other options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On a read, regardless of the situation)<br />
| content =<br />
This is a less conservative version of Poke YRC (Reaction), given that you are hedging immediately against other options with YRC. This can pull your poke out of reach of a 6P hitbox, give you more time to capitalize vs. a backdash, or give you more time to anti-air an airborne opponent.<br />
<br />
The aim is to YRC during the active frames of your poke.<br />
<br />
'''If you have 25 to 49 bar, you can't get PRC or RC on block.'''<br />
<br />
Done too much, you will burn through all your meter, as flagrant YRC comes with significant tension gain penalty beyond the 25 bar used.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Kara-Blitz<br />
| Oneliner = Useful in very specific situations. It is possible to kara cancel 4H into 5S+H, for Throw into Blitz on whiff.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On wakeup, or in gaps, input 4H5~S<br />
| content =<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Divekick<br />
| Oneliner = Faust j2K is a gross move.<br />
| Difficulty = {{clr|3|Faust Only - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On defense, 171K<br />
| content =<br />
You can mix this in your defense to crush stagger lows really well. Tight strings won't catch you, and it can be tricky to convert against Faust doing this if the opponent isn't ready for him.<br />
}}<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349065User:Krackatoa2022-12-02T06:00:37Z<p>Krackatoa: /* Guilty Gear Xrd Rev 2 */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
{{BeginnerComboDef|textOverride=Below are the easier option-selects for gremlins.}}<br />
{{TheoryBox<br />
| Title = Wakeup Throw vs. Wakeup FD (Anti-Crossup OS)<br />
| Oneliner = On Wakeup, input 6PH or 4PH (or variants), to auto-correct a wakeup normal with FD.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 6PH or 4PH<br />
| content =<br />
Can be a great hedge against certain wakeup situations where throw/6P in one direction, and FD in the other, could be useful. Examples: Slayer, Leo and I-no Crossups.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Post-Blitz > Dash Air Throw<br />
| Oneliner = In Post-Blitz situations, this can act as a good hedge whether the opponent does Blitz Back or not.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Blitz > dash > j.6P+H/6K+H/6K+H<br />
| content =<br />
After a successful Blitz, dash into airthrow with an Air Throw OS that can convert should a button come out instead.<br />
<br />
If the opponent is in Blitz recovery, you cannot throw them. If they blitz back, you will throw them.<br />
<br />
If they blitz just after you input your OS, but before your normal connects, you will poke into their Blitz.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are the intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Reaction)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach or other reactable options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On reaction to the situation)<br />
| content =<br />
Usually an opportunity for this occurs if you press a button AFTER the opponent takes to the air, or introduces some slow crushing option. YRC has 6f startup, so in certain cases, that's not enough time to save yourself on reaction, depending on how fast the approach option is.<br />
<br />
This is a good option to keep on deck, because taking advantage of reactable situations means you're never using meter unnecessarily.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Poke YRC (Read)<br />
| Oneliner = Normals on whiff can be YRC'd mid-way to cover vs. air approach and other options.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Any button > YRC (On a read, regardless of the situation)<br />
| content =<br />
This is a less conservative version of Poke YRC (Reaction), given that you are hedging immediately against other options with YRC. This can pull your poke out of reach of a 6P hitbox, give you more time to capitalize vs. a backdash, or give you more time to anti-air an airborne opponent.<br />
<br />
The aim is to YRC during the active frames of your poke.<br />
<br />
'''If you have 25 to 49 bar, you can't get PRC or RC on block.'''<br />
<br />
Done too much, you will burn through all your meter, as flagrant YRC comes with significant tension gain penalty beyond the 25 bar used.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Kara-Blitz<br />
| Oneliner = Useful in very specific situations. It is possible to kara cancel 4H into 5S+H, for Throw into Blitz on whiff.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On wakeup, or in gaps, input 4H5~S<br />
| content =<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Divekick<br />
| Oneliner = Faust j2K is a gross move.<br />
| Difficulty = {{clr|3|Faust Only - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On defense, 171K<br />
| content =<br />
You can mix this in your defense to crush stagger lows really well. Tight strings won't catch you, and it can be tricky to convert against Faust doing this if the opponent isn't ready for him.<br />
}}<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349064User:Krackatoa2022-12-02T05:47:57Z<p>Krackatoa: /* Guilty Gear Xrd Rev 2 */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
{{BeginnerComboDef|textOverride=Below are the easier option-selects for gremlins.}}<br />
{{TheoryBox<br />
| Title = Wakeup Throw vs. Wakeup FD (Anti-Crossup OS)<br />
| Oneliner = On Wakeup, input 6PH or 4PH (or variants), to auto-correct a wakeup normal with FD.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = 6PH or 4PH<br />
| content =<br />
Can be a great hedge against certain wakeup situations where throw/6P in one direction, and FD in the other, could be useful. Examples: Slayer, Leo and I-no Crossups.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are the intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Post-Blitz > Dash Air Throw<br />
| Oneliner = In Post-Blitz situations, this can act as a good hedge whether the opponent does Blitz Back or not.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Blitz > dash > j.6P+H/6K+H/6K+H<br />
| content =<br />
After a successful Blitz, dash into airthrow with an Air Throw OS that can convert should a button come out instead.<br />
<br />
If the opponent is in Blitz recovery, you cannot throw them. If they blitz back, you will throw them.<br />
<br />
If they blitz just after you input your OS, but before your normal connects, you will poke into their Blitz.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Kara-Blitz<br />
| Oneliner = Useful in very specific situations. It is possible to kara cancel 4H into 5S+H, for Throw into Blitz on whiff.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On wakeup, or in gaps, input 4H5~S<br />
| content =<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Divekick<br />
| Oneliner = Faust j2K is a gross move.<br />
| Difficulty = {{clr|3|Faust Only - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On defense, 171K<br />
| content =<br />
You can mix this in your defense to crush stagger lows really well. Tight strings won't catch you, and it can be tricky to convert against Faust doing this if the opponent isn't ready for him.<br />
}}<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349063User:Krackatoa2022-12-02T05:35:59Z<p>Krackatoa: /* Guilty Gear Xrd Rev 2 */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
{{BeginnerComboDef|textOverride=Below are the easier option-selects for gremlins.}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are the intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Post-Blitz > Dash Air Throw<br />
| Oneliner = In Post-Blitz situations, this can act as a good hedge whether the opponent does Blitz Back or not.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Blitz > dash > j.6P+H/6K+H/6K+H<br />
| content =<br />
After a successful Blitz, dash into airthrow with an Air Throw OS that can convert should a button come out instead.<br />
<br />
If the opponent is in Blitz recovery, you cannot throw them. If they blitz back, you will throw them.<br />
<br />
If they blitz just after you input your OS, but before your normal connects, you will poke into their Blitz.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Kara-Blitz<br />
| Oneliner = Useful in very specific situations. It is possible to kara cancel 4H into 5S+H, for Throw into Blitz on whiff.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On wakeup, or in gaps, input 4H5~S<br />
| content =<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Divekick<br />
| Oneliner = Faust j2K is a gross move.<br />
| Difficulty = {{clr|3|Faust Only - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = On defense, 171K<br />
| content =<br />
You can mix this in your defense to crush stagger lows really well. Tight strings won't catch you, and it can be tricky to convert against Faust doing this if the opponent isn't ready for him.<br />
}}<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349057User:Krackatoa2022-12-02T04:50:16Z<p>Krackatoa: /* Guilty Gear Strive */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (c.S)<br />
| Oneliner = Can shut down wakeup DP. Can catch wakeup backdash. Unlike the (Throw) variant, doesn't beat DP RC.<br />
| Difficulty = {{clr|2|Opponent Character Specific - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input c.S, timed late enough to block a reversal.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a c.S to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the c.S input. <br />
<br />
In this OS, you time the c.S a little late, so that it blocks a reversal, but still catches backdash. Works best against fast reversals.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = Good against..?<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349056User:Krackatoa2022-12-02T04:45:19Z<p>Krackatoa: /* Guilty Gear Accent Core +R */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Fuzzy Jump<br />
| Oneliner = Block on wakeup or after blockstun, then jump, followed by FD.<br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wait up to 9 frames on wakeup, or up to 5 frames after leaving blockstun, then input 71FD.<br />
| content =<br />
Great to hedge against meaties and throws. Counterplay involves delayed options, strings of lows, or capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = FD Fuzzy Jump<br />
| Oneliner = FD on wakeup, release FD, then jump, followed by FD.<br />
| Difficulty = {{clr|3|Universal - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = FD on wakeup. Wait up to 9 frames on wakeup, then release FD, input 71, followed by FD again.<br />
| content =<br />
Useful when FDing a meaty will upset your opponent's offense, but you still want to hedge against throw attempts. Counterplay involves delayed options, moves that suck to FD, strings of lows, or the opponent capitalizing on the moment after you leave the ground.<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349047User:Krackatoa2022-12-02T04:03:48Z<p>Krackatoa: /* Guilty Gear Accent Core +R */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Wakeup Forward Throw OS<br />
| Oneliner = Throw on wakeup. Choose your favourite normal as you do it!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Wakeup with 6PH, 6KH, 6SH, or 6DH<br />
| content =<br />
On wakeup, most normals have priority over H normals when done on the same frame. This means forward throws don't necessarily need to be done with 6H, they can be done in a way where other buttons come out instead should the throw whiff.<br />
<br />
If 6DH doesn't throw, it will activate Gold Burst if you have it (Or Blue Burst if you goof the input by doing it too early, be careful).<br />
}}<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349044User:Krackatoa2022-12-02T03:49:46Z<p>Krackatoa: /* Guilty Gear Strive */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins. Ordered by relevance.}}<br />
<br />
{{TheoryBox<br />
| Title = Late Throw Break<br />
| Oneliner = Block meaties, while breaking throw!<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = Block and do a delayed throw break with 4D.<br />
| content =<br />
The Throw Break window in Strive is 10 frames after a throw makes contact. This means you can effectively block for 9 frames, and break on the 10th. <br />
<br />
On wakeup, you have 5 frame of throw invulnerability, so you can block for 14 frames after wakeup, and still break on the 15th. This acts as an interesting hedge against meaties, slight delays and throws.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced)<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Universal - Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{IntermediateComboDef|textOverride=Below are intermediate option-selects for larger gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Throw)<br />
| Oneliner = Great to shut down DP. Weak vs. wakeup backdash. <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input throw.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a throw to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the throw input.<br />
<br />
This punishes wakeup DP and denies DP RC.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Backdash)<br />
| Oneliner = <br />
| Difficulty = {{clr|2|Universal - Intermediate}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input backdash.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a backdash to only come out should the safejump whiff. The blockstop/hitstop of a safejump that connects will eat the backdash input.<br />
}}<br />
<br />
{{AdvancedComboDef|textOverride=Below are the most advanced option-selects for turbo gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Safejump Option-Select (Super PRC)<br />
| Oneliner = A Faust-only Option-Select that hard punishes wakeup DP RC. Good for characters with DP and 50+ bar on deck.<br />
| Difficulty = {{clr|3|Faust - Advanced}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = During a Safejump, input 632146H~66~RC with proper timing.<br />
| content =<br />
If a safejump whiffs through a reversal or backdash, you land sooner than you would otherwise. You may input a Super PRC here to phase through wakeup DP on all characters. On block or on hit, you'll get BRC.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349038User:Krackatoa2022-12-02T02:44:01Z<p>Krackatoa: /* Guilty Gear Strive */</p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{BeginnerComboDef|textOverride=Below are easy option-selects for gremlins.}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=User:Krackatoa&diff=349037User:Krackatoa2022-12-02T02:38:37Z<p>Krackatoa: </p>
<hr />
<div>==Krackatoa's Big List of Option-Selects==<br />
===Guilty Gear Accent Core +R===<br />
<br />
===Guilty Gear Xrd Rev 2===<br />
<br />
===Guilty Gear Strive===<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Unspaced<br />
| Oneliner = Backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Delayed c.S (Spaced)<br />
| Oneliner = Catches throw, backdash, buttons, fuzzy jump and Super PRC.<br />
| Difficulty = {{clr|1|Easy}}<br />
| Anchor = <br />
| Video = <br />
| Size = 256x192<br />
| Recipe = c.S a little late, spaced correctly.<br />
| content =<br />
Oftentimes, doing c.S on someone's wakeup can act as a catch-all against various options. If it's properly time and spaced, it can pickup a slew of options without leaving you open to reversal throw.<br />
}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Sin_Kiske&diff=345642GGST/Sin Kiske2022-11-22T20:42:08Z<p>Krackatoa: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|sticky=yea}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Sin Kiske returns to Guilty Gear with his magical flagpole and insatiable hunger. His main attraction is his attacks that cover the midrange, and especially his special moves, which have follow-ups for combos and frame-trapping but require the expense of his unique Stamina gauge. (Placeholder)<br />
| lore = He is the child of Ky Kiske, Allied King of Illyria, and Dizzy, a half-Gear, making him one-quarter Gear. Ky entrusted him to Sol as a child to avoid unwanted attention due to his incredible rate of growth caused by his Gear blood. Sol’s education leaned a bit too far into survival (self-admittedly), leading to Sin now being strong but mischievous and somewhat lacking in the academic department. Despite his looks, he’s actually not even ten years old yet, and is still rather immature mentally. He’s optimistic and doesn’t think too deeply about things. He could be called clueless at worst, and innocent at best. His simplistic thinking, however, can lead to a breakthrough in handling situations at times.<br />
| summary =is classified as a ''Rush'' type, using an assortment of follow-up attacks to keep up the pressure and chase down his opponent.<br />
| pros = <br />
* '''Hits like a brick''' <br />
* '''Knows his times tables'''<br />
| cons = <br />
* '''Dumb as a brick''' <br />
* '''Worried that once he learns division he'll have to share his pizza.'''<br />
| fastestAttack = {{MMC|input=2P|hitboxMode=true|label=[[#2P|{{clr|P|2P}}]]}} (?F) <!--SPECULATIVE--><br />
| reversal = {{MMC|input=623S|hitboxMode=true|label=[[#Hawk Baker|{{clr|S|623S}}]]}} (??F)<br/>{{MMC|input=632146H|hitboxMode=true|label=[[#R.T.L|{{clr|H|632146H}}]]}} (??F)<br />
| difficulty_rating = 4<br />
| official_difficulty = yes<br />
|unique_mechanic1_name=<span id="Stamina Gauge">Stamina Gauge</span><br />
|unique_mechanic1=[[File:GGST Sin Stamina Gauge Full.png|300px|center]]<br />
<br />
The Stamina Gauge is a resource that can be spent to allow Sin to follow up any of his special moves (other than {{MMC|input=63214P|label=Still Growing}}) on hit or block. If the gauge runs out, Sin will be unable to cancel his special moves, weakening his offense or leaving him open to punish.<br />
<br />
The gauge is comprised of 3 bars, and performing a follow-up will use 1 bar. After a short moment, the gauge will gradually refill passively, refilling faster the less Stamina Sin currently has remaining.<br />
}}<br />
<br />
==Normal Moves==<br />
{{FrameChartKey}}<br />
<br />
===<big>{{clr|P|5P}}</big>===<br />
{{GGST_Move_Card<br />
|input=5P<br />
|description=<br />
''Placeholder''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|K|5K}}</big>===<br />
{{GGST_Move_Card<br />
|input=5K<br />
|description=<br />
<br />
''Placeholder''<br />
<br />
[[GGST/Sin/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|c.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=c.S<br />
|description=<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|f.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=f.S<br />
|description=<br />
''Placeholder''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|H|5H}}</big>===<br />
{{GGST_Move_Card<br />
|input=5H<br />
|description=<br />
''Placeholder''<br />
<br />
}}<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{GGST_Move_Card<br />
|input=5D, 5[D]<br />
|versioned=name<br />
|description=<br />
''Placeholder''<br />
}}<br />
<br />
===<big>{{clr|P|2P}}</big>===<br />
{{GGST_Move_Card<br />
|input=2P<br />
|description=<br />
''Placeholder''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|K|2K}}</big>===<br />
{{GGST_Move_Card<br />
|input=2K<br />
|description=<br />
''Placeholder''<br />
<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|2S}}</big>===<br />
{{GGST_Move_Card<br />
|input=2S<br />
|description=<br />
''Placeholder.''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|H|2H}}</big>===<br />
{{GGST_Move_Card<br />
|input=2H<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{GGST_Move_Card<br />
|input=2D<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>{{clr|P|6P}}</big>===<br />
{{GGST_Move_Card<br />
|input=6P<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>{{clr|K|6K}}</big>===<br />
{{GGST_Move_Card<br />
|input=6K<br />
|description=<br />
''Placeholder.''<br />
<br />
* Launches upward on hit.<br />
}}<br />
<br />
===<big>{{clr|H|6H}}</big>===<br />
{{GGST_Move_Card<br />
|input=6H<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>{{clr|P|j.P}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.P<br />
|description=<br />
''Placeholder.''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}<br />
}}<br />
<br />
===<big>{{clr|K|j.K}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.K<br />
|description=<br />
''Placeholder.''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|S|j.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.S<br />
|description=<br />
''Placeholder.''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|H|j.H}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.H<br />
|description=<br />
''Placeholder.''<br />
<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.D<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}}<br />
{{GGST_Move_Card<br />
|input=6D or 4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 2<br />
|active = 3<br />
|recovery = 38<br />
}}<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}}<br />
{{GGST_Move_Card<br />
|input=j.6D or j.4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 2<br />
|active = 3<br />
|specialRecovery = 10<br />
}}<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===<big>Beak Driver</big>===<br />
{{InputBadge|{{clr|H|236H}}}}<br />
{{GGST_Move_Card<br />
|input=236H, 236H~H<br />
|versioned=name<br />
|description=<br />
Large poke and pressure extender.<br />
<br />
; {{clr|H|236H~H}}<br />
----<br />
Massive, advancing strike, able to frametrap opponents and confirm on hit from almost any range.<br />
<br />
* Costs 1 bar of Stamina Gauge.<br />
* Launches into a Rolling Tumble on hit.<br />
<br />
}}<br />
<br />
===<big>Gazelle Step</big>===<br />
{{InputBadge|66 after special move}}<br />
{{GGST_Move_Card<br />
|input=66 after special move<br />
|description=<br />
* Costs 1 bar of Stamina Gauge.<br />
* Sin can cancel into this on hit or block from any special or special followup, besides {{clr|P|63214P}}<br />
<br />
}}<br />
<br />
===<big>Hawk Baker</big>===<br />
{{InputBadge|{{clr|S|623S}}}}<br />
{{GGST_Move_Card<br />
|input=623S, 623S~S<br />
|versioned=name<br />
|description=<br />
Meterless invincible reversal<br />
<br />
'''{{clr|S|623S~S}}'''<br />
----<br />
Powerful, comboable frametrap to threaten opponents into not punishing Hawk Baker.<br />
<br />
* Costs 1 bar of Stamina Gauge.<br />
}}<br />
<br />
===<big>Elk Hunt</big>===<br />
{{InputBadge|{{clr|K|236K}}}}<br />
{{GGST_Move_Card<br />
|input=236K, 236K~K<br />
|versioned=input<br />
|description=<br />
''Placeholder.''<br />
<br />
'''{{clr|K|236K~K}}'''<br />
----<br />
Safe pressure extender, able to be extremely plus.<br />
<br />
Cancelling this into {{MMC|chara=Sin Kiske|input=66 after special move|label=Gazelle Step}} lets you approach while maintaining a large advantage.<br />
<br />
* Costs 1 bar of Stamina Gauge.<br />
* Inflicts Guard Crush on block.<br />
<br />
}}<br />
<br />
===<big>Still Growing</big>===<br />
{{InputBadge|{{clr|P|63214P}}}}<br />
{{GGST_Move_Card<br />
|input=63214P<br />
|versioned=input<br />
|description=<br />
Grants a random effect on use.<br />
<br />
Sin will eat a random food item, conferring different effects an a visually distinct colour aura.<br />
* Meat on the bone, red aura, unknown effect.<br />
* Fish, blue aura, unknown effect.<br />
* Chicken, Green aura, unknown effect<br />
* Ice-Cream, white aura, grants 10% Tension.<br />
* Lizard, purple aura, restores 5% Health<br />
}}<br />
<br />
===<big>Hoof Stomp</big>===<br />
{{InputBadge|{{clr|S|214S}}}}<br />
{{GGST_Move_Card<br />
|input=214S, 214S~S<br />
|versioned=input<br />
|description=<br />
Overhead mixup and low-crush.<br />
<br />
'''{{clr|S|214S~S}}'''<br />
----<br />
Frametrap pressure ender, has enormous pushback to make it safe on block, but is left disadvantageous.<br />
<br />
* Costs 1 bar of Stamina Gauge to use.<br />
* Launches into a Rolling Tumble on hit.<br />
}}<br />
<br />
==Overdrives==<br />
<br />
===<big>R.T.L</big>===<br />
{{InputBadge|{{clr|H|632146H}} (Air OK)}}<br />
{{GGST_Move_Card<br />
|input=632146H, 632146HH<br />
|versioned=input<br />
|description=<br />
Invincible overdrive, with full-screen carry into a wallbreak for massive damage. However, it is extremely slow.<br />
<br />
<!--* Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Sin +36 afterwards.--><br />
----<br />
; {{clr|H|632146H~H}}<br />
<br />
Sin produces a large explosion in place, consuming ''all'' remaining Tension regardless of how much is left over.<br />
<br />
* The damage dealt is proportional to the amount of Tension consumed upon use.<br />
<!--* Hitting an opponent in the corner causes a Wall Break and leaves Sin +36 afterwards.--><br />
}}<br />
<br />
===<big>Tyrant Barrel</big>===<br />
{{InputBadge|{{clr|P|236236P}}}}<br />
{{GGST_Move_Card<br />
|input=236236P, 236236P~]P[<br />
|versioned=input<br />
|description=<br />
High damage combo ender.<br />
<br />
; {{clr|P|236236P~]P[}}<br />
----<br />
Performs a powerful secondary strike when you release {{Prompt|GGST|P}}.<br />
<br />
* If the attack is timed well to strike the opponent accurately, you will Clean Hit for additional damage.<br />
* Launches into a Rolling Tumble and Hard Knockdown on hit.<br />
* Not a Reversal<br />
}}<br />
<br />
==Colors==<br />
{{GGSTColors|color12=1|colorEX=1|Size=160}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Sin_Kiske|45px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Sin_Kiske&diff=345636GGST/Sin Kiske2022-11-22T20:37:27Z<p>Krackatoa: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|sticky=yea}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Sin Kiske returns to Guilty Gear with his magical flagpole and insatiable hunger. His main attraction is his attacks that cover the midrange, and especially his special moves, which have follow-ups for combos and frame-trapping but require the expense of his unique Stamina gauge. (Placeholder)<br />
| lore = He is the child of Ky Kiske, Allied King of Illyria, and Dizzy, a half-Gear, making him one-quarter Gear. Ky entrusted him to Sol as a child to avoid unwanted attention due to his incredible rate of growth caused by his Gear blood. Sol’s education leaned a bit too far into survival (self-admittedly), leading to Sin now being strong but mischievous and somewhat lacking in the academic department. Despite his looks, he’s actually not even ten years old yet, and is still rather immature mentally. He’s optimistic and doesn’t think too deeply about things. He could be called clueless at worst, and innocent at best. His simplistic thinking, however, can lead to a breakthrough in handling situations at times.<br />
| summary =is classified as a ''Rush'' type, using an assortment of follow-up attacks to keep up the pressure and chase down his opponent.<br />
| pros = <br />
* '''Hits like a brick''' <br />
* '''Knows his times tables'''<br />
| cons = <br />
* '''Dumb as a brick''' <br />
* '''Worries that once he learns division he'll have to share his pizza.'''<br />
| fastestAttack = {{MMC|input=2P|hitboxMode=true|label=[[#2P|{{clr|P|2P}}]]}} (?F) <!--SPECULATIVE--><br />
| reversal = {{MMC|input=623S|hitboxMode=true|label=[[#Hawk Baker|{{clr|S|623S}}]]}} (??F)<br/>{{MMC|input=632146H|hitboxMode=true|label=[[#R.T.L|{{clr|H|632146H}}]]}} (??F)<br />
| difficulty_rating = 4<br />
| official_difficulty = yes<br />
|unique_mechanic1_name=<span id="Stamina Gauge">Stamina Gauge</span><br />
|unique_mechanic1=[[File:GGST Sin Stamina Gauge Full.png|300px|center]]<br />
<br />
The Stamina Gauge is a resource that can be spent to allow Sin to follow up any of his special moves (other than {{MMC|input=63214P|label=Still Growing}}) on hit or block. If the gauge runs out, Sin will be unable to cancel his special moves, weakening his offense or leaving him open to punish.<br />
<br />
The gauge is comprised of 3 bars, and performing a follow-up will use 1 bar. After a short moment, the gauge will gradually refill passively, refilling faster the less Stamina Sin currently has remaining.<br />
}}<br />
<br />
==Normal Moves==<br />
{{FrameChartKey}}<br />
<br />
===<big>{{clr|P|5P}}</big>===<br />
{{GGST_Move_Card<br />
|input=5P<br />
|description=<br />
''Placeholder''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|K|5K}}</big>===<br />
{{GGST_Move_Card<br />
|input=5K<br />
|description=<br />
<br />
''Placeholder''<br />
<br />
[[GGST/Sin/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|c.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=c.S<br />
|description=<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|f.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=f.S<br />
|description=<br />
''Placeholder''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|H|5H}}</big>===<br />
{{GGST_Move_Card<br />
|input=5H<br />
|description=<br />
''Placeholder''<br />
<br />
}}<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{GGST_Move_Card<br />
|input=5D, 5[D]<br />
|versioned=name<br />
|description=<br />
''Placeholder''<br />
}}<br />
<br />
===<big>{{clr|P|2P}}</big>===<br />
{{GGST_Move_Card<br />
|input=2P<br />
|description=<br />
''Placeholder''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}<br />
}}<br />
<br />
===<big>{{clr|K|2K}}</big>===<br />
{{GGST_Move_Card<br />
|input=2K<br />
|description=<br />
''Placeholder''<br />
<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|S|2S}}</big>===<br />
{{GGST_Move_Card<br />
|input=2S<br />
|description=<br />
''Placeholder.''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}<br />
}}<br />
<br />
===<big>{{clr|H|2H}}</big>===<br />
{{GGST_Move_Card<br />
|input=2H<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{GGST_Move_Card<br />
|input=2D<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>{{clr|P|6P}}</big>===<br />
{{GGST_Move_Card<br />
|input=6P<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>{{clr|K|6K}}</big>===<br />
{{GGST_Move_Card<br />
|input=6K<br />
|description=<br />
''Placeholder.''<br />
<br />
* Launches upward on hit.<br />
}}<br />
<br />
===<big>{{clr|H|6H}}</big>===<br />
{{GGST_Move_Card<br />
|input=6H<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>{{clr|P|j.P}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.P<br />
|description=<br />
''Placeholder.''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}<br />
}}<br />
<br />
===<big>{{clr|K|j.K}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.K<br />
|description=<br />
''Placeholder.''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|S|j.S}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.S<br />
|description=<br />
''Placeholder.''<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|H|j.H}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.H<br />
|description=<br />
''Placeholder.''<br />
<br />
<br />
[[GGST/Sin_Kiske/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{GGST_Move_Card<br />
|input=j.D<br />
|description=<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}}<br />
{{GGST_Move_Card<br />
|input=6D or 4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 2<br />
|active = 3<br />
|recovery = 38<br />
}}<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}}<br />
{{GGST_Move_Card<br />
|input=j.6D or j.4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 2<br />
|active = 3<br />
|specialRecovery = 10<br />
}}<br />
''Placeholder.''<br />
<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===<big>Beak Driver</big>===<br />
{{InputBadge|{{clr|H|236H}}}}<br />
{{GGST_Move_Card<br />
|input=236H, 236H~H<br />
|versioned=name<br />
|description=<br />
Large poke and pressure extender.<br />
<br />
; {{clr|H|236H~H}}<br />
----<br />
Massive, advancing strike, able to frametrap opponents and confirm on hit from almost any range.<br />
<br />
* Costs 1 bar of Stamina Gauge.<br />
* Launches into a Rolling Tumble on hit.<br />
<br />
}}<br />
<br />
===<big>Gazelle Step</big>===<br />
{{InputBadge|66 after special move}}<br />
{{GGST_Move_Card<br />
|input=66 after special move<br />
|description=<br />
* Costs 1 bar of Stamina Gauge.<br />
* Sin can cancel into this on hit or block from any special or special followup, besides {{clr|P|63214P}}<br />
<br />
}}<br />
<br />
===<big>Hawk Baker</big>===<br />
{{InputBadge|{{clr|S|623S}}}}<br />
{{GGST_Move_Card<br />
|input=623S, 623S~S<br />
|versioned=name<br />
|description=<br />
Meterless invincible reversal<br />
<br />
'''{{clr|S|623S~S}}'''<br />
----<br />
Powerful, comboable frametrap to threaten opponents into not punishing Hawk Baker.<br />
<br />
* Costs 1 bar of Stamina Gauge.<br />
}}<br />
<br />
===<big>Elk Hunt</big>===<br />
{{InputBadge|{{clr|K|236K}}}}<br />
{{GGST_Move_Card<br />
|input=236K, 236K~K<br />
|versioned=input<br />
|description=<br />
''Placeholder.''<br />
<br />
'''{{clr|K|236K~K}}'''<br />
----<br />
Safe pressure extender, able to be extremely plus.<br />
<br />
Cancelling this into {{MMC|chara=Sin Kiske|input=66 after special move|label=Gazelle Step}} lets you approach while maintaining a large advantage.<br />
<br />
* Costs 1 bar of Stamina Gauge.<br />
* Inflicts Guard Crush on block.<br />
<br />
}}<br />
<br />
===<big>Still Growing</big>===<br />
{{InputBadge|{{clr|P|63214P}}}}<br />
{{GGST_Move_Card<br />
|input=63214P<br />
|versioned=input<br />
|description=<br />
Grants a random effect on use.<br />
<br />
Sin will eat a random food item, conferring different effects an a visually distinct colour aura.<br />
* Meat on the bone, red aura, unknown effect.<br />
* Fish, blue aura, unknown effect.<br />
* Chicken, Green aura, unknown effect<br />
* Ice-Cream, white aura, grants 10% Tension.<br />
* Lizard, purple aura, restores 5% Health<br />
}}<br />
<br />
===<big>Hoof Stomp</big>===<br />
{{InputBadge|{{clr|S|214S}}}}<br />
{{GGST_Move_Card<br />
|input=214S, 214S~S<br />
|versioned=input<br />
|description=<br />
Overhead mixup and low-crush.<br />
<br />
'''{{clr|S|214S~S}}'''<br />
----<br />
Frametrap pressure ender, has enormous pushback to make it safe on block, but is left disadvantageous.<br />
<br />
* Costs 1 bar of Stamina Gauge to use.<br />
* Launches into a Rolling Tumble on hit.<br />
}}<br />
<br />
==Overdrives==<br />
<br />
===<big>R.T.L</big>===<br />
{{InputBadge|{{clr|H|632146H}} (Air OK)}}<br />
{{GGST_Move_Card<br />
|input=632146H, 632146HH<br />
|versioned=input<br />
|description=<br />
Invincible overdrive, with full-screen carry into a wallbreak for massive damage. However, it is extremely slow.<br />
<br />
<!--* Hitting an opponent in the corner with the final hit causes a Wall Break and leaves Sin +36 afterwards.--><br />
----<br />
; {{clr|H|632146H~H}}<br />
<br />
Sin produces a large explosion in place, consuming ''all'' remaining Tension regardless of how much is left over.<br />
<br />
* The damage dealt is proportional to the amount of Tension consumed upon use.<br />
<!--* Hitting an opponent in the corner causes a Wall Break and leaves Sin +36 afterwards.--><br />
}}<br />
<br />
===<big>Tyrant Barrel</big>===<br />
{{InputBadge|{{clr|P|236236P}}}}<br />
{{GGST_Move_Card<br />
|input=236236P, 236236P~]P[<br />
|versioned=input<br />
|description=<br />
High damage combo ender.<br />
<br />
; {{clr|P|236236P~]P[}}<br />
----<br />
Performs a powerful secondary strike when you release {{Prompt|GGST|P}}.<br />
<br />
* If the attack is timed well to strike the opponent accurately, you will Clean Hit for additional damage.<br />
* Launches into a Rolling Tumble and Hard Knockdown on hit.<br />
* Not a Reversal<br />
}}<br />
<br />
==Colors==<br />
{{GGSTColors|color12=1|colorEX=1|Size=160}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Sin_Kiske|45px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=File:GGXRD_Answer_Taunt_hitbox.png&diff=342431File:GGXRD Answer Taunt hitbox.png2022-11-06T01:02:46Z<p>Krackatoa: </p>
<hr />
<div></div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer&diff=342428GGXRD-R2/Answer2022-11-06T00:56:08Z<p>Krackatoa: /* Ninja Beam! */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Answer is a flexible offense-focused character that uses tricky movement, great normals, and unique setups to overwhelm his opponent. Though he has a great normal moveset and set of movement options for most neutral situations, where Answer really shines is on the attack, where he can frustrate his opponent with great frame traps, safe pressure, and a command grab. After knocking the opponent down or finding some breathing room in neutral, he can set his unique ninja scrolls that he can cling to for tricky mixups and even greater mobility. With a tool for almost every situation, the business ninja is a great choice for players looking for strong footsies and relentless rushdown!<br />
|lore= Answer is Chipp's dutiful secretary who handles most of the Eastern Chipp Kingdom's legal affairs while permanently on the phone; to handle the affairs of the kingom. Even during battle.<br />
|voice_actor= Tomokazu Seki<br />
|quote= Unless we accept our differences, we will be no different from isolationist dictators. Exclusivity and supremacy are not part of our ideals. Thusly, I must re-educate the stubborn...<br />
|summary= is a flexible offense-focused character that uses tricky movement, great normals, and unique setups to overwhelm his opponent.<br />
|pros=<br />
* '''Effective Neutral:''' Strong neutral game with great pokes and movement options. {{MMC|input=236H|label=Business Caltrop}} YRC (card) is very abusable for neutral and pressure.<br />
* '''Super Jump:''' Unique super jump that travels higher and in a much longer arc, evading bad situations.<br />
* '''Great Pressure Game:''' Safe, long and varied pressure using cards, meter, and scrolls. Excellent options to this end in the corner.<br />
* '''Throws into Corner Carry:''' Great hit/throw game through the use of command grab ({{clr|2|623K}}) that can fully corner carry.<br />
* '''Air Presence:''' Solid anti-air normals and a fantastic airthrow range for his speed.<br />
* '''Solid Oki:''' Can force difficult guessing situations on knockdown; lots of flexibility in his okizeme. Can set up DP-safe meaties in a number of ways.<br />
* '''Reversal:''' Unique reversal that can be difficult for some characters to deal with.<br />
|cons=<br />
* '''Meter Dependent:''' Very meter hungry, and often struggles to maintain meter. Needs meter for YRC, damage, and Oki<br />
* '''Sometimes Struggles Against Defensive Neutral:''' Has many risky approaches combined with overall poor reward from many attacks<br />
* '''Blitz Shield Difficulties:''' Has significant trouble fighting blitz. Often has to hard bait blitz, especially vs. characters with good meterless reversals.<br />
* '''Character Specific Combos:''' His access to combos and setups varies wildly depending on the matchup, making him somewhat inconsistent.<br />
* '''Low Reward from Normal Airthrow:''' Poor frame advantage and no other unique benefits from his normal airthrow make it hard to apply scroll pressure after this essential antiair.<br />
* '''Tough to Learn:''' Relatively high execution barrier in combination with an awkward control scheme that requires you to learn a few counter-intuitive workarounds.<br />
| fastestAttack = [[#5P|5P]] (4F)<br />
| reversal = [[#Dead Stock Ninpo: Firesale|632146D]] (10+4F)<br />
|unique_mechanic1_name= [[{{PAGENAME}}#Savvy Ninpo: Request for Approval|Scroll Formations]]<br />
|unique_mechanic1=Answer can set scrolls on the screen which he can jump onto, and then perform one of a number of follow ups from. This is where most of his ability to create mixups and scary frame traps come from. You have different configurations that scrolls can appear in (by doing 214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}). Once they are on the screen, they stay until they are jumped onto or after a certain amount of time.<br />
<br />
Scrolls also give Answer some invulnerability, so you can get out of some Oki with a well-timed {{clr|1|22P}} on wakeup when you are resting under a scroll. {{clr|4|6H}} can also be used to cling to a scroll in the same way as {{clr|1|22P}}. Scrolldash ({{clr|5|sD}}) allows you to do every other scroll option other than another {{clr|5|sD}} for a short duration after {{clr|5|sD}}, so from a scroll cling you can do for example {{clr|5|s9D}} > {{clr|2|sK}} which allows for mixups and pressure after doing {{clr|5|sD}}. The raw mobility of scrolls should also not be ignored; it gives Answer more range than you would otherwise think.<br />
}}<br />
<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 6<br />
}}<br />
Answer's fastest poke at only 4 frames. <br />
<br />
Standard jab tool for poking after blocked {{MMC|input=46P|label=Resshou}} or ticking into {{clr|2|623K}}. It hits crouchers most of the time, but moves that low profile even a little bit can go under it, so don't use it carelessly. <br />
<br />
[[GGXRD-R2/Answer/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 11<br />
}}<br />
Somewhat unusual anti-air {{clr|2|5K}} that hits mostly above and in front of Answer. Somewhat redundant with the existence of {{clr|1|6P}}, but can be useful in a pinch, particularly to catch people jumping out of pressure.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|inactive2 = 2<br />
|active3 = 4<br />
|inactive4 = 2<br />
|active5 = 6<br />
|recovery = 9<br />
}}<br />
A versatile pressure tool thanks to it's multi-hitting nature and one of Answer's most damaging punish starters.<br />
<br />
In pressure, {{clr|S|c.S}} builds good RISC and each hit has very low pushback, making it useful for multiple purposes in blockstrings, particularly ones involving {{clr|K|K}} scrolls or a preset card. {{clr|3|c.S}} is only -1 on block, and with a wide array of cancels that can be accessed at almost any point in the move, {{clr|3|c.S}} is a very valuable move for pressure, namely for conditioning and such. Can combo into {{clr|2|6K}}, but it's a little tight, and since this combo is important to maximizing your offensive power, it's worth practicing. If you're ever unsure, just remember you can fall back on {{clr|5|2D}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
Great ranged poke that is be an essential part of Answer's grounded footsie game. <br />
<br />
Cancels into {{clr|5|2D}} and {{clr|4|5H}} (though not at max range) for confirms, knockdowns, and continued pressure. Cancelling into a whiffed {{clr|3|2S}} is also a strong option to add an extra layer of frame trapping. If your move hits or is blocked at max range, sometimes {{clr|4|5H}} might whiff, so you can throw a card instead.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 23<br />
}}<br />
Exceptional advancing normal that, along with scrolls, forms the basis for Answer's tricky offense and is a highly rewarding frametrap.<br />
<br />
{{clr|H|5H}} is an Essential tool for Answer's offensive gameplan due to its advancing properties and very important jump cancel, which is used to link a block string into continued pressure using deployed scrolls. While it has good range and reaches further than {{clr|S|f.S}} thanks to the lunge, its recovery is high, so be wary about whiffing the move in neutral. It can also sometimes whiff in pressure if an opponent is FDing a lot, so it's important to strategize your pressure in a way that {{clr|4|5H}} is not likely to whiff.<br />
<br />
{{clr|4|5H}} {{tt|SJIAD|Super jump instant air dash, input as 1/2/3 then 956}} is also used for corner pressure or confirming into a combo on CH. At close range, you can cancel {{clr|H|5H}} into {{clr|1|22P}} > scroll cling > {{clr|5|sD}} and it will combo/frametrap + reset pressure. Very important {{clr|K|K}} scroll pressure concept, particularly in the corner.<br />
<br />
*Staggers on Counter Hit<br />
*Has a mostly insignificant low crush property at the front of the move.<br />
*Because the move is jump cancelable, you can jump cancel cancel specials such as Resshou or Card (YRC). The jump cancel window is longer than the special cancel window, so you'll have a longer delay after {{clr|4|5H}}. The inputs are {{clr|1|469P}} or {{clr|3|2369S}}/{{clr|4|H}} for delayed {{clr|4|5H}} cancel.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
Standard overhead dust, although the puff of smoke and big frog make it a little more reactable than most. Leads to low reward midscreen and moderate reward in the corner. can be used after certain normals in combos using RRC, but that's only rewarding in the corner.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|recovery = 16<br />
}}<br />
Answer's primary and most reliable anti-air option.<br />
<br />
Good for approaches coming directly in front of Answer that can also beat out some grounded pokes. Strong overall button that should be used frequently.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=6K,6[K]|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 8<br />
|recovery = 9<br />
}}<br />
Answer's grounded launcher with a very long amount of hitstun. Used for confirming hits into juggle combos.<br />
<br />
This should almost always be canceled into a scroll set special move, as Answer has enough time to set a scroll, jump up, and continue comboing with the scrolls. Only combos on standing hit, whiffs entirely against crouching opponents or any low profile options.<br />
<br />
*Can be held to perform a feint that moves him forward.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 5<br />
|recovery = 2<br />
|specialRecovery = 12<br />
}}<br />
Although this move is not an overhead, {{clr|4|6H}} is one of Answer's most important normals in pressure.<br />
<br />
It brings him airborne, which means he can use it to cling onto scrolls during pressure or for okizeme. Even without a scroll out, it's neutral on block, moves Answer slightly forward, is invulnerable to ground throws, and goes over attacks with low hitboxes, while also providing a huge launch on Counter Hit. When air blocked by the opponent, gives enough blockstun for a chance at a pressure reset, especially at close range.<br />
<br />
*Builds up the RISC gauge rapidly<br />
*Steals tons of meter when FDed<br />
*Has a special cancel window both in the air, and upon landing, for grounded specials. Can frametrap and reset with card YRC for example.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 5<br />
}}<br />
Answer's fastest crouching normal.<br />
<br />
A great jab that's plus on block, burst safe, and can't be low-profiled as easily as {{clr|1|5P}}. Essential poke and pressure tool, also useful for {{keyword|abare}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 6<br />
}}<br />
Answer's fastest crouching low, used for mixups and poking.<br />
<br />
The main low in Answer's low/throw mixup that leads into the rest of his combo and pressure tools while not being too bad on block. Also a relatively fast, highly active, low risk poke that operates in the range between {{clr|1|2P}} and {{clr|3|2S}}. Be aware that it doesn't consistently combo into {{clr|5|2D}} at long ranges, and sometimes not even {{clr|3|f.S}}.<br />
<br />
*Can delay gatling out of it.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
A long reaching crouching poke that's fairly safe on whiff. Great for neutral and pressure.<br />
<br />
Leads to {{clr|4|5H}} on hit and block, though unfortunately not into {{clr|5|2D}}. While it's slightly slower than {{clr|S|f.S}}, it's Answer's most disjointed ground normal, making it a solid footsies button and counterpoke, especially against opponents that tend to low profile {{clr|S|f.S}}. Use this move a lot as a poke or blockstring ender/filler. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 21<br />
}}<br />
Large anti-air that covers the space above Answer's head quite well. <br />
<br />
Although it usually has to be done pre-emptively and it has a big hurtbox that makes it susceptible to trades, it has a ton of untech time on counterhit that means Answer usually gets to convert into a combo on trade. Also an important part of Answer's combos as it does good damage, leads to {{clr|2|6K}} launches by forcing the opponent to stand so that {{clr|2|6K}} doesn't whiff. It's also the only normal that leads into character specific SJIAD combos.<br />
<br />
*Forces standing on grounded hit<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Important sweep for securing knockdowns off pokes like {{clr|3|c.S}} and {{clr|3|f.S}} to set up Answer's Okizeme.<br />
<br />
Answer's only low normal other than {{clr|K|2K}}. Can be used to stuff dashes or other approaches for higher meterless reward. Cancel it into {{MMC|input=421S/H|label=Under the Bus}} when available for a combo or plus frames.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Standard jumping jab. It's speed and hitbox allows for SJIAD combos on taller characters after a corner {{clr|4|5H}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
An upwards-angled kick that is primarily used for air to air, and has an OK crossup hitbox. Good normal.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 21<br />
}}<br />
Shuriken surfboard that hits three times, useful for confirming stray aerial hits and sometimes as a jump-in where you can mix up the number of hits they have to block standing. Used in corner SJIAD repressure. Also primary combo filler in air combos not involving scrolls.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 24<br />
}}<br />
Gigantic shuriken swipe with a big hitbox and a big hurtbox, similar to his {{clr|4|2H}}. It has a bad habit of trading with things or losing cleanly to good anti-airs, so don't rely on it too much, but this is a terrific air normal overall that your opponent must respect. Particularly good in retreating situations where your opponent is chasing after you. Air CH can often lead to a launcher combo.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 10<br />
|recovery = 15<br />
|specialRecovery = 5<br />
}}<br />
A uniquely defining normal for Answer.<br />
<br />
Big frog lick that launches airborne opponents higher than {{clr|4|j.H}}, used similar to Dizzy's {{clr|5|j.D}} to end airborne combos by leaving the opponent high up in the air. Also a very strong upwards air to air with full untech on CH leading to {{clr|2|6K}} launcher combo opportunities. <br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Standard knockdown throw. Slightly shorter reach than the average ground throw. <br />
<br />
You are able to do {{clr|K|K}} scroll set into meaty {{clr|2|2K}} or {{clr|4|6H}}. It's enough to start good {{clr|K|K}} scroll pressure with scroll, giving you a way to safejump ({{clr|4|6H}} meaty > cling), or beat blitz (meaty {{clr|2|2K}}), so it covers your bases, but isn't as flexible as a {{clr|5|2D}} or {{clr|2|sK}} knockdown. Most often {{keyword|OS}}ed with 6{{clr|3|S}}+{{clr|4|H}}<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow; knocks opponent directly below him.<br />
<br />
Answer's jump and superjump arcs and air throw range make this a VERY powerful antiair option. Unfortunately, has pretty poor frame advantage and consequently weak oki options if you don't already have scrolls ready to use. Probably worth learning some RRC combos for this one that you can use from time to time.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 16<br />
}}<br />
Standard Dead Angle attack. More useful than most, because Answer doesn't have any meterless invincible reversals, and even his metered defensive options are often worse than DAA.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Shield attack.<br />
}}<br />
<br />
===<big>"Ninja Beam!"</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Taunt<br />
|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 160<br />
|active = 10<br />
|recovery = 256<br />
}}<br />
Unblockable Beam Taunt. Sends the opponent into a tumble that offers no combo opportunity. Can be crouched. *Animation can be freely cancelled into everything but Roman Cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Business Ninpo: Caltrops</big>===<br />
{{InputBadge|{{clr|3|236S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 12<br />
|recovery = 42<br />
}}<br />
Good range downward projectile that leaves the card in the ground, which can then be used for other specials. <br />
<br />
Instant YRC Card is a potent way for answer to control the neutral thanks to its quick startup and lightning fast projectile speed, also allowing Answer start close range ground combos from a distance or reset pressure. Having cards set is also an essential way for converting random pokes into full scroll combos or maintain pressure by using the generously tracking clone summon special followup. Pre-set cards and {{clr|K|K}} scrolls provide the basis for Answer's long and oppressive corner blockstrings.<br />
<br />
Another thing to note about card is that if spaced well, it is barely minus on block, especially if you use {{clr|S|S}} card at max range rather than {{clr|H|H}} card. This means if your opponent is cornered, depending on their character's options and their habits, you may be able to continue pressure in different ways by leveraging the threat of card throw > Clone Summon, such as if you are out of range of their pokes.<br />
<br />
*The card still comes out even if Roman Canceled instantly.<br />
*The card does not have an animation before it hits when RC'ed, it just appears in the ground with an instant hitbox over the distance of the throw<br />
}}<br />
<br />
===<big>Business Ninpo: Under the Rug</big>===<br />
{{InputBadge|{{clr|3|22S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22S/H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 36<br />
}}<br />
AKA "Card Teleport". Primarily used for maintaining good screen position and for evasion.<br />
<br />
Answer disappears behind a rug and reappears on top of the corresponding {{clr|S|S}} or {{clr|H|H}} card. If no card is on the ground, Answer reappears in place. Has a shorter recovery time compared to what the animation suggests as the animation can be canceled. Outside of movement, it can be sometimes used as a long range punish opportunity by YRC'ing the recovery, similar to Chipp's {{clr|K|K}} teleport. Be sure to remember which card is which.<br />
}}<br />
<br />
===<big>Business Ninpo: Under the Bus</big>===<br />
{{InputBadge|{{clr|3|421S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=421S/H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 40<br />
}}<br />
Also known as "Clone" or "Clone Summon"<br />
<br />
Answer summons a clone that attacks upwards out of the ground from the position of the corresponding {{clr|S|S}} or {{clr|H|H}} card. This is an essential combo, neutral, and pressure tool, and is one of the main incentives for using cards. Get used to remembering which card is which and get comfortable comboing into this from {{clr|4|5H}}.<br />
*If the opponent is close enough to the card, the clone will track to their position instead.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Data Logging</big>===<br />
{{InputBadge|{{clr|1|22P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,j.22P,22P (Attack),j.22P (Attack)|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 20<br />
|specialRecovery = 14<br />
}}<br />
A frame 1 counter. When succesful, Answer falls down from the sky similar to his {{clr|2|sK}}. <br />
<br />
Makes Answer airborne, allowing him to cling to low scrolls or dodge low attacks. Answer kicks down in the same place as where he performed the move, meaning he will often miss the opponent when used against moves with good range. In general, if you don't have access to scrolls, this is a risky move with multiple chances for counterplay and low reward. Overall, only worth using in a pinch to keep people honest. However, as mentioned before, the scroll version has some more uses, particularly against zoning. It also gives a few characters a really hard time at applying their ideal oki, but is still high risk against knowledgeable players.<br />
<br />
*Can be YRC'ed during the counterattack. <br />
*Can be super jump installed by inputting it as {{clr|1|228P}}, which allows Answer to airdash after having YRC'ed it.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Request for Approval</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P/K/S/H,j.214P/K/S/H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 28<br />
}}<br />
Answer summons two scrolls in the positions indicated by the picture to the left. These scrolls are one of the core components of Answer's gameplay; they are used in his best combos, his strongest pressure, and his okizeme setups.<br />
<br />
;{{clr|P|P}}/{{clr|3|S}} scrolls (high scrolls) <br />
{{clr|P|P}} scroll sets give Answer a plethora of movement options, air control and amazing air to ground attacks, and are the basis of his {{clr|2|6K}} launcher combos. They also give him the ability to convert any antiairs into a full combo easily. As such, this is the most versatile scroll set in neutral.<br />
<br />
{{clr|3|S}} scroll set formation is primarily used in the corner for risky mixup setups such as left/right and high/low mixups, and to this end can be used in combination with a leftover scroll from a combo for 3 scroll oki (gives a shot at a unique mixup while still giving good pressure options on block.)<br />
<br />
Examples of setup for {{clr|3|S}} scroll would be {{clr|P|P}} scroll combo using only one {{clr|P|P}} scroll > set {{clr|2|K}} scroll, or end combo with corner side {{clr|2|K}} scroll remaining, set {{clr|3|S}} scroll). Has other use in niche setups and is used occasionally in character specific or otherwise situational optimal combos. It has relatively little use otherwise and {{clr|3|S}} is the least useful scroll set overall.<br />
----<br />
;{{clr|K|K}}/{{clr|H|H}} scrolls (low scrolls) <br />
{{clr|K|K}} scroll sets give Answer his oppressive pressure options and are the core of his offense.<br />
<br />
{{clr|H|H}} scroll set can be thought of as a more aggressive version of {{clr|P|P}} scroll, as you lack some of {{clr|P|P}} scroll's freedom of movement and follow-ups, but have a longer potential trajectory at a unique arc of movement. Be aware that the active frames of {{clr|5|sD}} do not last for the entire stretch between both scrolls, and can be crouched or antiaired easily. It gives the benefit of an air-to-ground {{clr|5|sD}} while providing the offensive benefits of the low scroll. Also used in situational optimal combos, and for some setups, often the same setups you could do with {{clr|3|S}} scroll. Get creative with its use.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Seal of Approval</big>===<br />
{{InputBadge|Move to Request of Approval}}<br />
{{GGXRD-R2 Move Card<br />
|input=Near Seal > 5,Seal > 22|versioned=input<br />
|description=<br />
Answer clings to a scroll, making him temporarily strike invulnerable and letting him perform a variety of moves. ({{clr|1|sP}}, {{clr|2|sK}}, {{clr|3|sS}}, {{clr|4|sH}}, and {{clr|5|sD}}) <br />
<br />
*Answer will not cling to a scroll if a direction is being held. <br />
*Pressing down twice will cancel the scroll cling. <br />
}}<br />
<br />
===<big>Savvy Ninpo: Data Logging</big>===<br />
{{InputBadge|Seal > {{clr|1|P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 30<br />
|specialRecovery = 15<br />
}}<br />
The same move as {{clr|1|22P}} except it is peformed directly from the scroll or {{clr|5|sD}}. It is different from the standard {{clr|1|22P}} in that Answer is very quickly moved directly above the opponent for the dropkick on success. Useful for closing the distance on projectile zoners or beating anti airs/air to airs.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Down the Ladder</big>===<br />
{{InputBadge|Seal > {{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Answer kicks straight down from his position. Brings the opponent down to the ground on hit, allowing for oki at the end of an air combo. <br />
<br />
Also essential for movement and pressure, being the default option after a blocked {{clr|5|s6D}} to maintain a safe blockstring or frametrap. When done in such a situation during low scroll pressure, it leaves Answer +5 on normal block and recovers quickly, the perfect conditions for a mixup. However, when {{clr|K|sK}} is done from high up, it is only +1 on block and often leaves Answer in throw range.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Stepping Down</big>===<br />
{{InputBadge|Seal > {{clr|3|S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 7<br />
|recovery = 25<br />
}}<br />
Answer teleports directly to the ground below him and then slide kicks toward the oppenent. A niche move.<br />
<br />
It's main usage is as a hard call out to blitz due to it being a launch on CH. It also has some very situational use as a high risk callout to beat certain moves (like going under fireballs). Otherwise it's Answer's only direct low from scrolls. Though the reward on CH is high, be careful using this option because it can easily be hit out of or blocked, which is punishing via its very long recovery. <br />
}}<br />
<br />
===<big>Savvy Ninpo: Into My Office</big>===<br />
{{InputBadge|Seal > {{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 10<br />
|recovery = 10<br />
}}<br />
Answer lunges a small distance forward and does a large swipe in front of him.<br />
<br />
This is one of Answer's main knockdown tools when in the air. During block strings this is a high option from scroll cling to try to open up the opponent. It is a bit slow, but is still an important tool to help Answer's high/low mixup game during scroll pressure, and can be used as an OK mixup from a high scroll after {{clr|5|s3D}}, since you could also land and do {{clr|2|2K}}. It's easily reactable in {{clr|K|K}} scroll strings, though, so spamming it leads into either a jab out or a blitz from the opponent.<br />
<br />
*On grounded crouching hit, it can combo into {{clr|1|5P}} depending on spacing/character.<br />
*A cool little trick to always allow the {{clr|1|5P}} link regardless of character or to make this move more advantageous is to cancel into it as low as possible out of {{clr|5|s3D}}.<br />
*Good reward on counterhit, especially as an air to air.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Safety Net</big>===<br />
{{InputBadge|Seal > Direction + {{clr|5|D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 12<br />
|recovery = 14<br />
}}<br />
This is the most essential and defining move in Asnwer's kit, providing his excellent and hard to contest air-to-ground game, combos, pressure, and movement.<br />
<br />
Answer lunges a far distance in the direction being held. If no direction is held, Answer lunges to the nearest scroll. All other scroll cling specific moves can be performed out of this lunge on hit block, or whiff. If Answer holds the {{clr|D|D}} button down, he will not cling to a scroll he passes; otherwise, he will automatically. <br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|1|46P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=46P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 8<br />
}}<br />
Answer rapidly lunges forward, striking if he comes into contact with the opponent. Strong movement option to cover Answer's otherwise mediocre forward dash speed, to be used at a range where it won't hit. This is one of its main uses outside of combos.<br />
<br />
On a {{clr|4|5H}} hit confirm, it can be decent to use to re-establish close range pressure against characters that don't have great close range options, esp. on {{tt|crouch confirm|crouching adds 1F of hitstun to all attacks}}, or to RRC into a full combo. Keep in mind that at +/-0 frames, many characters have strong options for counterplay, and most can guess correctly to beat any of Answer's follow-ups, so use it with care and be attentive of your opponent's habits. <br />
<br />
In blockstrings, only use it as a last-resort frametrap in cases where you want higher potential reward than non-YRC card frametrap (remember, you can link {{clr|1|5P}} on counterhit). If Resshou is blocked, you should probably just backdash and take it from there, as Answer is -1 on normal block (-4 and thus punishable on IB) at close range with no real RPS involved.<br />
<br />
*The hit animation (palm strike) only comes out if he runs into the opponent; otherwise, he recovers very quickly). <br />
}}<br />
<br />
===<big>Savvy Ninpo: Tax Write-off</big>===<br />
{{InputBadge|{{clr|2|623K}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K,j.623K<br />
|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 1<br />
|recovery = 34<br />
}}<br />
Answer's command grab, AKA "Izuna Drop". Rewarding on success but very punishable on whiff. Core part of Answer's mixup game.<br />
----<br />
;Ground version<br />
The distance Answer travel during the grab is based on his starting dash momentum. No momentum doesn’t travel very far, whilst high dashing speed can carry from corner to corner. Practically speaking, in common use it will usually give full corner carry. Being that Answer's pressure is strongest by far in the corner, and he doesn't have many other amazing mixups without specific scroll setups, this is the core part of his mixup game to compliment his variety of frametraps and resets. Answer's dash conveniently has rapid acceleration despite having a low top speed, making it easy to implement this move to its fullest potential.<br />
----<br />
;Air Version<br />
One use for the air version is for cheeky but arguably gimmicky tech traps in tons of different situations, and the resulting mind-games might make it hard for your opponent to decide how to approach teching situations. It may even allow you to work in grey-beat combos vs opponents who are afraid to tech or choose to delay tech. Since you can use it out of {{clr|5|sD}}, IAD, etc. it has lots of potential but high-risk uses. Get creative.<br />
<br />
If you have sharp reactions, it can be used as a reactive antiair in different situations. It can be very valuable since the reward is much better than a normal airthrow or non CH normals, and it still has very good range and startup. One relatively easy example is Card Teleport > YRC > {{keyword|TK}} command grab, similar to how Chipp can use {{clr|K|K}} teleport YRC to antiair from afar.<br />
*Air version carries normal jump momentum<br />
*When performed out of an airdash, cancels the airdash momentum but maintains jump momentum<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Dead Stock Ninpo: Firesale</big>===<br />
{{InputBadge|{{clr|3|632146S}} (Air OK)\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146S,j.632146S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = <br />
|recovery = 71<br />
|isProjectile = yes<br />
}}<br />
A projectile super that sees little use outside of kill confirm combos.<br />
<br />
;Grounded<br />
Answer throws a card up into the air; if it hits the enemy, it brings them down into the line of fire for the rest of the super. After the card throw, Answer does a short animation, and then sends out a barrage of shurikens forward. Has some different uses in scroll or launcher combos, especially in the corner, but is not a massive optimization most of the time unless you are going for the kill. Benefits considerably from high RISC. The Burst version is passable as a reversal.<br />
----<br />
;Airborne <br />
Answer does not throw a card up and has a much shorter starting animation. The barrage is also directed diagonally downward at about a 45-degree angle. Unfortunately, not very useful; it does low damage for a super, and gives an absolutely pitiful knockdown, while having no other truly unique properties (Might be worth it if you've already got low scrolls set and are in the corner, yet don't have a high scroll to convert your antiair or air to air into, but {{clr|5|jD}} > RRC > P scroll set > {{clr|5|sD}} > {{clr|4|sH}} basically does this better. It does however benefit from high RISC. After using it, dash back in with Resshou.<br />
<br />
In theory it could be used as an air-to-ground punish to finish a round; otherwise not worth the meter.<br />
}}<br />
<br />
===<big>Business Ultimate Ninpo: All Hands</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 46<br />
}}<br />
Answer does a move similar to Resshou; if it hits, answer summons a large shuriken with a clone of him at each side and rushes forward. Unfortunately, it's essentially useless outside of very specific confirms to get a burst-safe kill, as it does very low damage and has no other unique properties. A contender for the worst super in the game.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Summoner: The Basilisk</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 5<br />
|recovery = 17<br />
}}<br />
Answer does not have many opportunities to combo into this and as such it's mostly for style, as most IK's are, but if you wanted to use it optimally, several counterhits allow you to combo into this without using RRC. Such as: {{clr|4|6H}}, {{clr|5|j.D}}, {{clr|5|sD}}, 421{{clr|3|S}}/{{clr|4|H}}.<br />
*Tax Write-off ({{clr|2|623K}}) combos into this if Answer has 100 tension and Conclusion Conditions are met. <br />
*Uses {{clr|5|5D}} animation.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Answer|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer/Data&diff=342427GGXRD-R2/Answer/Data2022-11-06T00:55:54Z<p>Krackatoa: /* Ninja Beam! */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGXRD-R2/Answer |image=GGXRD-R2_Answer_Icon.png |videos= |forums= |okizeme=yes}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=GGXRD-R2/Answer |videos=https://keeponrock.in/#/?p1chars=answer |okizeme=yes<br />
discord=}}<section end=Links/><br />
<br />
==System Data==<br />
{{GGXRD-R2-character<br />
|name=Answer<br />
|defense=x1.03<br />
|guts=0<br />
|stunResistance=55<br />
|riscGainRate=36<br />
|prejump=3F<br />
|backdash=21F (1~12F invuln)<br />
|weight=[100] Medium<br />
|wakeupFaceUp=25F<br />
|wakeupFaceDown=25F<br />
|umo=[[GGXRD-R2/Answer#Savvy Ninpo: Safety Net|Savvy Ninpo: Safety Net]]<br />
|portrait=GGXRD-R2_Answer_Portrait.png<br />
|icon=GGXRD-R2_Answer_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5P |name=<br />
|damage=6 |riscp=3 |riscm=8 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=4 |active=3 |recovery=6 |onBlock=+1 <br />
|images=GGXRD_Answer_5P.png<br />
|caption=Doesn't whiff on crouchers, yay!<br />
|hitboxes=GGXRD_Answer_5P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5K |name=<br />
|damage=18 |riscp=6 |riscm=u |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=5 |recovery=11 |onBlock=-4 <br />
|images=GGXRD_Answer_5K.png<br />
|caption=A decent anti-air, but maybe press {{clr|1|6P}} instead.<br />
|hitboxes=GGXRD_Answer_5K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===c.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=c.S |name=<br />
|damage=10×2, 20 |riscp=7 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=6 |active=3(2)4(2)6 |recovery=9 |onBlock=-1 <br />
|images=GGXRD_Answer_c.S.png<br />
|caption=3 Hits which can all be cancelled whenever you want!<br />
|hitboxes=GGXRD_Answer_c.S_hitbox1.png;GGXRD_Answer_c.S_hitbox2.png;GGXRD_Answer_c.S_hitbox3.png<br />
|notes=1st and 2nd hit has hitstop 6F<br />
}}<br />
<br />
===f.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=f.S |name=<br />
|damage=30 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=18 |onBlock=-10 <br />
|images=GGXRD_Answer_f.S.png<br />
|hitboxes=GGXRD_Answer_f.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5H |name=<br />
|damage=36 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=23 |onBlock=-10 <br />
|images=GGXRD_Answer_5H.png<br />
|caption=Essential normal for all your punish, pressure, and combo needs!<br />
|hitboxes=GGXRD_Answer_5H_hitbox1.png;GGXRD_Answer_5H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5D |name=<br />
|damage=22 |riscp=10 |riscm=20 |prorate=Initial: 80% <br />
|guard=High |cancel= |roman= <br />
|level=2 |tension=384 |invuln= <br />
|startup=25 |active=3 |recovery=19 |onBlock=-8 <br />
|images=GGXRD_Answer_5D.png<br />
|caption=The most reactable frog in all of fighting games.<br />
|hitboxes=GGXRD_Answer_5D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6P |name=<br />
|damage=26 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-8 Upper Body<br/>9-13 Above Knees <br />
|startup=9 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6K |name=<br />
|damage=26 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=14 |active=8 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_6K.png<br />
|caption=Invaluable for combos.<br />
|hitboxes=GGXRD_Answer_6K_hitbox1.png;GGXRD_Answer_6K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===6[K]===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6[K] |name=<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=26 |onBlock= <br />
|images=GGXRD_Answer_6K.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6H |name=<br />
|damage=45 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln=5-7 Foot<br/>8-19 Lower Body<br/>20 onwards Foot<br/>8 onwards Airborne <br />
|startup=17 |active=5 |recovery=2+12 L |onBlock=0 <br />
|images=GGXRD_Answer_6H.png<br />
|hitboxes=GGXRD_Answer_6H_hitbox1.png;GGXRD_Answer_6H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2P |name=<br />
|damage=8 |riscp=3 |riscm=8 |prorate=Initial: 80% <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=5 |active=3 |recovery=5 |onBlock=+2 <br />
|images=GGXRD_Answer_2P.png<br />
|hitboxes=GGXRD_Answer_2P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2K |name=<br />
|damage=14 |riscp=3 |riscm=8 |prorate=Initial: 70% <br />
|guard=Low |cancel= |roman= <br />
|level=0 |tension=144 |invuln=3-18 Upper Body <br />
|startup=7 |active=6 |recovery=6 |onBlock=-2 <br />
|images=GGXRD_Answer_2K.png<br />
|hitboxes=GGXRD_Answer_2K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2S |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-9 Upper Body <br />
|startup=10 |active=3 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_2S.png<br />
|caption=Blazing fast<br />
|hitboxes=GGXRD_Answer_2S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2H |name=<br />
|damage=34 |riscp=-20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=11 |active=6 |recovery=21 |onBlock=-8 <br />
|images=GGXRD_Answer_2H.png<br />
|hitboxes=GGXRD_Answer_2H_hitbox1.png;GGXRD_Answer_2H_hitbox2.png;GGXRD_Answer_2H_hitbox3.png<br />
|notes=Forces standing on ground hit<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2D |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Low |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=15 |onBlock=-7 <br />
|images=GGXRD_Answer_2D.png<br />
|caption=Don't expect this move to be your can opener like Chipp's.<br />
|hitboxes=GGXRD_Answer_2D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.P |name=<br />
|damage=12 |riscp=3 |riscm=8 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=6 |active=3 |recovery=9 |onBlock= <br />
|images=GGXRD_Answer_j.P.png<br />
|hitboxes=GGXRD_Answer_j.P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.K |name=<br />
|damage=18 |riscp=6 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=6 |recovery=15 |onBlock= <br />
|images=GGXRD_Answer_j.K.png<br />
|hitboxes=GGXRD_Answer_j.K_hitbox1.png;GGXRD_Answer_j.K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.S |name=<br />
|damage=12×3 |riscp=10 |riscm=5 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=2,2,8 |recovery=21 |onBlock= <br />
|images=GGXRD_Answer_j.S.png<br />
|hitboxes=GGXRD_Answer_j.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.H |name=<br />
|damage=32 |riscp=14 |riscm=6 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=24 |onBlock= <br />
|images=GGXRD_Answer_j.H.png<br />
|hitboxes=GGXRD_Answer_j.H_hitbox1.png;GGXRD_Answer_j.H_hitbox2.png<br />
|notes=Each hit has hitstop 6F<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.D |name=<br />
|damage=44 |riscp=10 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=10 |active=10 |recovery=15+5L |onBlock= <br />
|images=GGXRD_Answer_j.D.png<br />
|hitboxes=GGXRD_Answer_j.D_hitbox1.png;GGXRD_Answer_j.D_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=0, 60 |riscp=NA |riscm=6, 0 |prorate=Forced: 65% <br />
|guard=Ground Throw: 63000 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock=+51 <br />
|images=GGXRD_Answer_Throw.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=0, 60 |riscp=NA |riscm=6,0 |prorate=Forced: 65% <br />
|guard=Air Throw: 192500 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock= <br />
|images=GGXRD_Answer_AirThrow.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |riscp=10 |riscm=7 |prorate=Initial: 50% <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000 / 264 |invuln=1-14 All <br />
|startup=10 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Blitz Attack===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Blitz |name=Blitz Attack<br />
|damage=50 |riscp= |riscm= |prorate=Initial: 55% <br />
|guard=Mid |cancel= |roman=R <br />
|level=1 |tension= |invuln= 1~Button release: Blitz <br />
|startup=(15-48)+13 |active=3 |recovery=20 |onBlock=-2 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH);Crumples opponent on ground CH (79F)<br />
}}<br />
<br />
===Blitz Attack Max Charge===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=[Blitz] |name=Blitz Attack Max Charge<br />
|damage=50 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel= |roman=R <br />
|level=4 |tension= |invuln= 1~50: Blitz <br />
|startup=50+13 |active=3 |recovery=20 |onBlock=+5 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=GGXRD_Answer_Blitz_hitbox.png<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH);Crumples opponent on ground hit<br />
}}<br />
<br />
==="Ninja Beam!"===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Taunt |name=Ninja Beam!<br />
|damage=1 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel=All* |roman= <br />
|level=? |tension= |invuln= <br />
|startup=160 |active=11 |recovery=256 |onBlock= <br />
|images=GGXRD_Answer_Taunt.png<br />
|hitboxes=GGXRD_Answer_Taunt_hitbox.png<br />
|notes=Unblockable Beam; Sends the opponent into a tumble that offers no combo opportunity. Can be crouched. *Animation can be freely cancelled into everything but Roman Cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===236S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236S |name=S Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=12 |active=12 |recovery=Total 42 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 19F<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236H |name=H Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=14 |active=12 |recovery=Total 44 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 21F<br />
}}<br />
<br />
===22S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22S/H |name=Business Ninpo: Under the Rug<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=100/- |invuln=7-12 All <br />
|startup= |active= |recovery=Total 36 |onBlock= <br />
|images=GGXRD_Answer_UnderTheRug.png<br />
|caption=Peekaboo<br />
|hitboxes=GGXRD_Answer_UnderTheRug_hitbox.png<br />
|notes=Reappears on 13F?<br />
}}<br />
<br />
===421S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=421S/H |name=Business Ninpo: Under the Bus<br />
|damage=38 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=100/120 |invuln= <br />
|startup=15 |active=14 |recovery=Total 40 |onBlock=+4 <br />
|images=GGXRD_Answer_UnderTheBus.png<br />
|caption=Thanks for the plus frames idiot!<br />
|hitboxes=GGXRD_Answer_UnderTheBus_hitbox1.png;GGXRD_Answer_UnderTheBus_hitbox2.png<br />
|notes=Attack only appears if the corresponding Business Card is deployed<br />
}}<br />
<br />
===214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=214P/K/S/H |name=Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 28 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.214P/K/S/H |name=Air Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 46 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Near Seal > 5===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Near Seal > 5 |name=Savvy Ninpo: Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~9 Strike <br />
|startup= |active= |recovery=Total 126 |onBlock= <br />
|images=GGXRD_Answer_SealOfApproval.png<br />
|hitboxes=GGXRD_Answer_SealOfApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > 22===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > 22 |name=Cancel Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=Total 6 |onBlock= <br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Seal > P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=30+15 L<br/>[17+15L] |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|caption=I dare you to press a button<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=Automatically cancels into Down the Ladder if this guards an attack;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > K |name=Savvy Ninpo: Down the Ladder<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= <br />
|startup=9 |active=5 [1] |recovery=6 |onBlock=+1 [+5] <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > S |name=Savvy Ninpo: Stepping Down<br />
|damage=38 |riscp=20 |riscm=6 |prorate= <br />
|guard=Low/Air |cancel= |roman= <br />
|level=4 |tension=150/360 |invuln=9-18 Full<br/>19-20 Upper Body<br/>21-45 Above Knees <br />
|startup=27 |active=7 |recovery=25 |onBlock=-13 <br />
|images=GGXRD_Answer_SteppingDown.png<br />
|hitboxes=GGXRD_Answer_SteppingDown_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > H |name=Savvy Ninpo: Into My Office<br />
|damage=30 |riscp=-6/+14 |riscm= |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=150/360 |invuln= <br />
|startup=21 |active=10 [6] |recovery=10 |onBlock=-1 [+1] <br />
|images=GGXRD_Answer_IntoMyOffice.png<br />
|hitboxes=GGXRD_Answer_IntoMyOffice_hitbox1.png;GGXRD_Answer_IntoMyOffice_hitbox2.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > D |name=Savvy Ninpo: Safety Net<br />
|damage=36 |riscp=10 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=100/240 |invuln=1-21 Throw <br />
|startup=10 |active=12 |recovery=14 |onBlock=- [-7] <br />
|images=GGXRD_Answer_SafetyNet.png<br />
|caption=Oops! All Crossups<br />
|hitboxes=GGXRD_Answer_SafetyNet_hitbox.png<br />
|notes=Can cancel into all Seal followups on hit/block/whiff except another Safety Net;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard, Airborne <br />
|startup= |active= |recovery=20 + 14L |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P |name=Air Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=Until L + 14 |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P (Attack) |name=Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln=1-24 All <br />
|startup=33 |active=7 |recovery=6 after L |onBlock=-1 <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===j.22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P (Attack) |name=Air Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= 1-24 All <br />
|startup=33 |active=Till L |recovery=6 after L |onBlock= <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===46P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=46P |name=Resshou<br />
|damage=38 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=150/360 |invuln= <br />
|startup=9 |active=10 |recovery=8 |onBlock=-1 <br />
|images=GGXRD_Answer_Resshou.png<br />
|hitboxes=GGXRD_Answer_Resshou_hitbox.png<br />
|notes=Only attacks if opponent is in range.;When not in range, recovery is 8F;When in range, recovery is 14F<br />
}}<br />
<br />
===623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=623K |name=Savvy Ninpo: Tax Write-off<br />
|damage=0, 30, 0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Throw: 90000 |cancel= |roman= <br />
|level=0 |tension=-/0, 120×2,600,120 |invuln= <br />
|startup=5 |active=1 |recovery=34 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 15, 62<br />
}}<br />
<br />
===j.623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.623K |name=Air Savvy Ninpo: Tax Write-off<br />
|damage=0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Air Throw: 110000 |cancel= |roman= <br />
|level=0 |tension=-/0,60,0,120 |invuln= <br />
|startup=5 |active=1 |recovery=Total Until L+12 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 62<br />
}}<br />
<br />
==Overdrives==<br />
===632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=632146S |name=Dead Stock Ninpo: Firesale<br />
|damage=18×10,75 <br/>[22×10,100] |riscp=-7/+2 |riscm= |prorate= <br />
|guard=Mid/Air |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln=[18F All]<br />
|startup=18+3 |active= |recovery=Total: 71 |onBlock=+11 [+6] <br />
|images=GGXRD_Answer_Firesale1.png<br />
|caption=Like Leo's but worse<br />
|hitboxes=GGXRD_Answer_Firesale_hitbox1.png;GGXRD_Answer_Firesale_hitbox2.png;GGXRD_Answer_Firesale_hitbox3.png<br />
|notes=[ ] values are for Burst version;Hits 1-10 have 0F hitstop;Startup of hit above Answer has startup 10F, damage 20 [25]<br />
}}<br />
<br />
===j.632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=j.632146S |name=Air Dead Stock Ninpo: Firesale<br />
|damage=13×9,70 |riscp=2 |riscm=4×9, 6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=-5000/0 |invuln= <br />
|startup=10+4 |active= |recovery=Total: Until L |onBlock=-4 <br />
|images=GGXRD_Answer_Firesale2.png<br />
|hitboxes=GGXRD_Answer_Firesale_Air_hitbox1.png;GGXRD_Answer_Firesale_Air_hitbox2.png<br />
|notes=Hits 1-10 have 0F hitstop;Frame Adv listed is when performed from lowest possible height<br />
}}<br />
<br />
===236236K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=236236K |name=Business Ultimate Ninpo: All Hands<br />
|damage=40,15×9,50 |riscp=10 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln= <br />
|startup=7+0 |active=6 |recovery=46 |onBlock=-38 <br />
|images=GGXRD_Answer_AllHands1.png;GGXRD_Answer_AllHands2.png<br />
|hitboxes=GGXRD_Answer_AllHands_hitbox.png<br />
|notes=0F hitstop for all followup hits;Stun value 40,7×9,25<br />
}}<br />
<br />
==Instant Kill==<br />
===236236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=instantkill<br />
|input=236236H |name=Summoner: The Basilisk<br />
|damage=DESTROY |riscp=14 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=3 |tension= |invuln=9-29 Full<br/>[5-20 Full] <br />
|startup=9+16<br/>[5+10] |active=5 |recovery=17 |onBlock=-5 <br />
|images=GGXRD_Answer_IK1.png<br />
|hitboxes=GGXRD_Answer_IK_hitbox1.png;GGXRD_Answer_IK_hitbox2.png<br />
|notes=[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension;IK Mode Activation 90F [5F+5F]<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGXRD-R2/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer&diff=342424GGXRD-R2/Answer2022-11-06T00:54:59Z<p>Krackatoa: /* Ninja Beam! */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Answer is a flexible offense-focused character that uses tricky movement, great normals, and unique setups to overwhelm his opponent. Though he has a great normal moveset and set of movement options for most neutral situations, where Answer really shines is on the attack, where he can frustrate his opponent with great frame traps, safe pressure, and a command grab. After knocking the opponent down or finding some breathing room in neutral, he can set his unique ninja scrolls that he can cling to for tricky mixups and even greater mobility. With a tool for almost every situation, the business ninja is a great choice for players looking for strong footsies and relentless rushdown!<br />
|lore= Answer is Chipp's dutiful secretary who handles most of the Eastern Chipp Kingdom's legal affairs while permanently on the phone; to handle the affairs of the kingom. Even during battle.<br />
|voice_actor= Tomokazu Seki<br />
|quote= Unless we accept our differences, we will be no different from isolationist dictators. Exclusivity and supremacy are not part of our ideals. Thusly, I must re-educate the stubborn...<br />
|summary= is a flexible offense-focused character that uses tricky movement, great normals, and unique setups to overwhelm his opponent.<br />
|pros=<br />
* '''Effective Neutral:''' Strong neutral game with great pokes and movement options. {{MMC|input=236H|label=Business Caltrop}} YRC (card) is very abusable for neutral and pressure.<br />
* '''Super Jump:''' Unique super jump that travels higher and in a much longer arc, evading bad situations.<br />
* '''Great Pressure Game:''' Safe, long and varied pressure using cards, meter, and scrolls. Excellent options to this end in the corner.<br />
* '''Throws into Corner Carry:''' Great hit/throw game through the use of command grab ({{clr|2|623K}}) that can fully corner carry.<br />
* '''Air Presence:''' Solid anti-air normals and a fantastic airthrow range for his speed.<br />
* '''Solid Oki:''' Can force difficult guessing situations on knockdown; lots of flexibility in his okizeme. Can set up DP-safe meaties in a number of ways.<br />
* '''Reversal:''' Unique reversal that can be difficult for some characters to deal with.<br />
|cons=<br />
* '''Meter Dependent:''' Very meter hungry, and often struggles to maintain meter. Needs meter for YRC, damage, and Oki<br />
* '''Sometimes Struggles Against Defensive Neutral:''' Has many risky approaches combined with overall poor reward from many attacks<br />
* '''Blitz Shield Difficulties:''' Has significant trouble fighting blitz. Often has to hard bait blitz, especially vs. characters with good meterless reversals.<br />
* '''Character Specific Combos:''' His access to combos and setups varies wildly depending on the matchup, making him somewhat inconsistent.<br />
* '''Low Reward from Normal Airthrow:''' Poor frame advantage and no other unique benefits from his normal airthrow make it hard to apply scroll pressure after this essential antiair.<br />
* '''Tough to Learn:''' Relatively high execution barrier in combination with an awkward control scheme that requires you to learn a few counter-intuitive workarounds.<br />
| fastestAttack = [[#5P|5P]] (4F)<br />
| reversal = [[#Dead Stock Ninpo: Firesale|632146D]] (10+4F)<br />
|unique_mechanic1_name= [[{{PAGENAME}}#Savvy Ninpo: Request for Approval|Scroll Formations]]<br />
|unique_mechanic1=Answer can set scrolls on the screen which he can jump onto, and then perform one of a number of follow ups from. This is where most of his ability to create mixups and scary frame traps come from. You have different configurations that scrolls can appear in (by doing 214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}). Once they are on the screen, they stay until they are jumped onto or after a certain amount of time.<br />
<br />
Scrolls also give Answer some invulnerability, so you can get out of some Oki with a well-timed {{clr|1|22P}} on wakeup when you are resting under a scroll. {{clr|4|6H}} can also be used to cling to a scroll in the same way as {{clr|1|22P}}. Scrolldash ({{clr|5|sD}}) allows you to do every other scroll option other than another {{clr|5|sD}} for a short duration after {{clr|5|sD}}, so from a scroll cling you can do for example {{clr|5|s9D}} > {{clr|2|sK}} which allows for mixups and pressure after doing {{clr|5|sD}}. The raw mobility of scrolls should also not be ignored; it gives Answer more range than you would otherwise think.<br />
}}<br />
<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 6<br />
}}<br />
Answer's fastest poke at only 4 frames. <br />
<br />
Standard jab tool for poking after blocked {{MMC|input=46P|label=Resshou}} or ticking into {{clr|2|623K}}. It hits crouchers most of the time, but moves that low profile even a little bit can go under it, so don't use it carelessly. <br />
<br />
[[GGXRD-R2/Answer/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 11<br />
}}<br />
Somewhat unusual anti-air {{clr|2|5K}} that hits mostly above and in front of Answer. Somewhat redundant with the existence of {{clr|1|6P}}, but can be useful in a pinch, particularly to catch people jumping out of pressure.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|inactive2 = 2<br />
|active3 = 4<br />
|inactive4 = 2<br />
|active5 = 6<br />
|recovery = 9<br />
}}<br />
A versatile pressure tool thanks to it's multi-hitting nature and one of Answer's most damaging punish starters.<br />
<br />
In pressure, {{clr|S|c.S}} builds good RISC and each hit has very low pushback, making it useful for multiple purposes in blockstrings, particularly ones involving {{clr|K|K}} scrolls or a preset card. {{clr|3|c.S}} is only -1 on block, and with a wide array of cancels that can be accessed at almost any point in the move, {{clr|3|c.S}} is a very valuable move for pressure, namely for conditioning and such. Can combo into {{clr|2|6K}}, but it's a little tight, and since this combo is important to maximizing your offensive power, it's worth practicing. If you're ever unsure, just remember you can fall back on {{clr|5|2D}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
Great ranged poke that is be an essential part of Answer's grounded footsie game. <br />
<br />
Cancels into {{clr|5|2D}} and {{clr|4|5H}} (though not at max range) for confirms, knockdowns, and continued pressure. Cancelling into a whiffed {{clr|3|2S}} is also a strong option to add an extra layer of frame trapping. If your move hits or is blocked at max range, sometimes {{clr|4|5H}} might whiff, so you can throw a card instead.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 23<br />
}}<br />
Exceptional advancing normal that, along with scrolls, forms the basis for Answer's tricky offense and is a highly rewarding frametrap.<br />
<br />
{{clr|H|5H}} is an Essential tool for Answer's offensive gameplan due to its advancing properties and very important jump cancel, which is used to link a block string into continued pressure using deployed scrolls. While it has good range and reaches further than {{clr|S|f.S}} thanks to the lunge, its recovery is high, so be wary about whiffing the move in neutral. It can also sometimes whiff in pressure if an opponent is FDing a lot, so it's important to strategize your pressure in a way that {{clr|4|5H}} is not likely to whiff.<br />
<br />
{{clr|4|5H}} {{tt|SJIAD|Super jump instant air dash, input as 1/2/3 then 956}} is also used for corner pressure or confirming into a combo on CH. At close range, you can cancel {{clr|H|5H}} into {{clr|1|22P}} > scroll cling > {{clr|5|sD}} and it will combo/frametrap + reset pressure. Very important {{clr|K|K}} scroll pressure concept, particularly in the corner.<br />
<br />
*Staggers on Counter Hit<br />
*Has a mostly insignificant low crush property at the front of the move.<br />
*Because the move is jump cancelable, you can jump cancel cancel specials such as Resshou or Card (YRC). The jump cancel window is longer than the special cancel window, so you'll have a longer delay after {{clr|4|5H}}. The inputs are {{clr|1|469P}} or {{clr|3|2369S}}/{{clr|4|H}} for delayed {{clr|4|5H}} cancel.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
Standard overhead dust, although the puff of smoke and big frog make it a little more reactable than most. Leads to low reward midscreen and moderate reward in the corner. can be used after certain normals in combos using RRC, but that's only rewarding in the corner.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|recovery = 16<br />
}}<br />
Answer's primary and most reliable anti-air option.<br />
<br />
Good for approaches coming directly in front of Answer that can also beat out some grounded pokes. Strong overall button that should be used frequently.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=6K,6[K]|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 8<br />
|recovery = 9<br />
}}<br />
Answer's grounded launcher with a very long amount of hitstun. Used for confirming hits into juggle combos.<br />
<br />
This should almost always be canceled into a scroll set special move, as Answer has enough time to set a scroll, jump up, and continue comboing with the scrolls. Only combos on standing hit, whiffs entirely against crouching opponents or any low profile options.<br />
<br />
*Can be held to perform a feint that moves him forward.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 5<br />
|recovery = 2<br />
|specialRecovery = 12<br />
}}<br />
Although this move is not an overhead, {{clr|4|6H}} is one of Answer's most important normals in pressure.<br />
<br />
It brings him airborne, which means he can use it to cling onto scrolls during pressure or for okizeme. Even without a scroll out, it's neutral on block, moves Answer slightly forward, is invulnerable to ground throws, and goes over attacks with low hitboxes, while also providing a huge launch on Counter Hit. When air blocked by the opponent, gives enough blockstun for a chance at a pressure reset, especially at close range.<br />
<br />
*Builds up the RISC gauge rapidly<br />
*Steals tons of meter when FDed<br />
*Has a special cancel window both in the air, and upon landing, for grounded specials. Can frametrap and reset with card YRC for example.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 5<br />
}}<br />
Answer's fastest crouching normal.<br />
<br />
A great jab that's plus on block, burst safe, and can't be low-profiled as easily as {{clr|1|5P}}. Essential poke and pressure tool, also useful for {{keyword|abare}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 6<br />
}}<br />
Answer's fastest crouching low, used for mixups and poking.<br />
<br />
The main low in Answer's low/throw mixup that leads into the rest of his combo and pressure tools while not being too bad on block. Also a relatively fast, highly active, low risk poke that operates in the range between {{clr|1|2P}} and {{clr|3|2S}}. Be aware that it doesn't consistently combo into {{clr|5|2D}} at long ranges, and sometimes not even {{clr|3|f.S}}.<br />
<br />
*Can delay gatling out of it.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
A long reaching crouching poke that's fairly safe on whiff. Great for neutral and pressure.<br />
<br />
Leads to {{clr|4|5H}} on hit and block, though unfortunately not into {{clr|5|2D}}. While it's slightly slower than {{clr|S|f.S}}, it's Answer's most disjointed ground normal, making it a solid footsies button and counterpoke, especially against opponents that tend to low profile {{clr|S|f.S}}. Use this move a lot as a poke or blockstring ender/filler. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 21<br />
}}<br />
Large anti-air that covers the space above Answer's head quite well. <br />
<br />
Although it usually has to be done pre-emptively and it has a big hurtbox that makes it susceptible to trades, it has a ton of untech time on counterhit that means Answer usually gets to convert into a combo on trade. Also an important part of Answer's combos as it does good damage, leads to {{clr|2|6K}} launches by forcing the opponent to stand so that {{clr|2|6K}} doesn't whiff. It's also the only normal that leads into character specific SJIAD combos.<br />
<br />
*Forces standing on grounded hit<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Important sweep for securing knockdowns off pokes like {{clr|3|c.S}} and {{clr|3|f.S}} to set up Answer's Okizeme.<br />
<br />
Answer's only low normal other than {{clr|K|2K}}. Can be used to stuff dashes or other approaches for higher meterless reward. Cancel it into {{MMC|input=421S/H|label=Under the Bus}} when available for a combo or plus frames.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Standard jumping jab. It's speed and hitbox allows for SJIAD combos on taller characters after a corner {{clr|4|5H}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
An upwards-angled kick that is primarily used for air to air, and has an OK crossup hitbox. Good normal.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 21<br />
}}<br />
Shuriken surfboard that hits three times, useful for confirming stray aerial hits and sometimes as a jump-in where you can mix up the number of hits they have to block standing. Used in corner SJIAD repressure. Also primary combo filler in air combos not involving scrolls.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 24<br />
}}<br />
Gigantic shuriken swipe with a big hitbox and a big hurtbox, similar to his {{clr|4|2H}}. It has a bad habit of trading with things or losing cleanly to good anti-airs, so don't rely on it too much, but this is a terrific air normal overall that your opponent must respect. Particularly good in retreating situations where your opponent is chasing after you. Air CH can often lead to a launcher combo.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 10<br />
|recovery = 15<br />
|specialRecovery = 5<br />
}}<br />
A uniquely defining normal for Answer.<br />
<br />
Big frog lick that launches airborne opponents higher than {{clr|4|j.H}}, used similar to Dizzy's {{clr|5|j.D}} to end airborne combos by leaving the opponent high up in the air. Also a very strong upwards air to air with full untech on CH leading to {{clr|2|6K}} launcher combo opportunities. <br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Standard knockdown throw. Slightly shorter reach than the average ground throw. <br />
<br />
You are able to do {{clr|K|K}} scroll set into meaty {{clr|2|2K}} or {{clr|4|6H}}. It's enough to start good {{clr|K|K}} scroll pressure with scroll, giving you a way to safejump ({{clr|4|6H}} meaty > cling), or beat blitz (meaty {{clr|2|2K}}), so it covers your bases, but isn't as flexible as a {{clr|5|2D}} or {{clr|2|sK}} knockdown. Most often {{keyword|OS}}ed with 6{{clr|3|S}}+{{clr|4|H}}<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow; knocks opponent directly below him.<br />
<br />
Answer's jump and superjump arcs and air throw range make this a VERY powerful antiair option. Unfortunately, has pretty poor frame advantage and consequently weak oki options if you don't already have scrolls ready to use. Probably worth learning some RRC combos for this one that you can use from time to time.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 16<br />
}}<br />
Standard Dead Angle attack. More useful than most, because Answer doesn't have any meterless invincible reversals, and even his metered defensive options are often worse than DAA.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Shield attack.<br />
}}<br />
<br />
===<big>Ninja Beam!</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Taunt<br />
|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 160<br />
|active = 10<br />
|recovery = 256<br />
}}<br />
Unblockable Beam Taunt. Sends the opponent into a tumble that offers no combo opportunity. Can be crouched. *Animation can be freely cancelled into everything but Roman Cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Business Ninpo: Caltrops</big>===<br />
{{InputBadge|{{clr|3|236S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 12<br />
|recovery = 42<br />
}}<br />
Good range downward projectile that leaves the card in the ground, which can then be used for other specials. <br />
<br />
Instant YRC Card is a potent way for answer to control the neutral thanks to its quick startup and lightning fast projectile speed, also allowing Answer start close range ground combos from a distance or reset pressure. Having cards set is also an essential way for converting random pokes into full scroll combos or maintain pressure by using the generously tracking clone summon special followup. Pre-set cards and {{clr|K|K}} scrolls provide the basis for Answer's long and oppressive corner blockstrings.<br />
<br />
Another thing to note about card is that if spaced well, it is barely minus on block, especially if you use {{clr|S|S}} card at max range rather than {{clr|H|H}} card. This means if your opponent is cornered, depending on their character's options and their habits, you may be able to continue pressure in different ways by leveraging the threat of card throw > Clone Summon, such as if you are out of range of their pokes.<br />
<br />
*The card still comes out even if Roman Canceled instantly.<br />
*The card does not have an animation before it hits when RC'ed, it just appears in the ground with an instant hitbox over the distance of the throw<br />
}}<br />
<br />
===<big>Business Ninpo: Under the Rug</big>===<br />
{{InputBadge|{{clr|3|22S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22S/H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 36<br />
}}<br />
AKA "Card Teleport". Primarily used for maintaining good screen position and for evasion.<br />
<br />
Answer disappears behind a rug and reappears on top of the corresponding {{clr|S|S}} or {{clr|H|H}} card. If no card is on the ground, Answer reappears in place. Has a shorter recovery time compared to what the animation suggests as the animation can be canceled. Outside of movement, it can be sometimes used as a long range punish opportunity by YRC'ing the recovery, similar to Chipp's {{clr|K|K}} teleport. Be sure to remember which card is which.<br />
}}<br />
<br />
===<big>Business Ninpo: Under the Bus</big>===<br />
{{InputBadge|{{clr|3|421S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=421S/H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 40<br />
}}<br />
Also known as "Clone" or "Clone Summon"<br />
<br />
Answer summons a clone that attacks upwards out of the ground from the position of the corresponding {{clr|S|S}} or {{clr|H|H}} card. This is an essential combo, neutral, and pressure tool, and is one of the main incentives for using cards. Get used to remembering which card is which and get comfortable comboing into this from {{clr|4|5H}}.<br />
*If the opponent is close enough to the card, the clone will track to their position instead.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Data Logging</big>===<br />
{{InputBadge|{{clr|1|22P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,j.22P,22P (Attack),j.22P (Attack)|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 20<br />
|specialRecovery = 14<br />
}}<br />
A frame 1 counter. When succesful, Answer falls down from the sky similar to his {{clr|2|sK}}. <br />
<br />
Makes Answer airborne, allowing him to cling to low scrolls or dodge low attacks. Answer kicks down in the same place as where he performed the move, meaning he will often miss the opponent when used against moves with good range. In general, if you don't have access to scrolls, this is a risky move with multiple chances for counterplay and low reward. Overall, only worth using in a pinch to keep people honest. However, as mentioned before, the scroll version has some more uses, particularly against zoning. It also gives a few characters a really hard time at applying their ideal oki, but is still high risk against knowledgeable players.<br />
<br />
*Can be YRC'ed during the counterattack. <br />
*Can be super jump installed by inputting it as {{clr|1|228P}}, which allows Answer to airdash after having YRC'ed it.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Request for Approval</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P/K/S/H,j.214P/K/S/H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 28<br />
}}<br />
Answer summons two scrolls in the positions indicated by the picture to the left. These scrolls are one of the core components of Answer's gameplay; they are used in his best combos, his strongest pressure, and his okizeme setups.<br />
<br />
;{{clr|P|P}}/{{clr|3|S}} scrolls (high scrolls) <br />
{{clr|P|P}} scroll sets give Answer a plethora of movement options, air control and amazing air to ground attacks, and are the basis of his {{clr|2|6K}} launcher combos. They also give him the ability to convert any antiairs into a full combo easily. As such, this is the most versatile scroll set in neutral.<br />
<br />
{{clr|3|S}} scroll set formation is primarily used in the corner for risky mixup setups such as left/right and high/low mixups, and to this end can be used in combination with a leftover scroll from a combo for 3 scroll oki (gives a shot at a unique mixup while still giving good pressure options on block.)<br />
<br />
Examples of setup for {{clr|3|S}} scroll would be {{clr|P|P}} scroll combo using only one {{clr|P|P}} scroll > set {{clr|2|K}} scroll, or end combo with corner side {{clr|2|K}} scroll remaining, set {{clr|3|S}} scroll). Has other use in niche setups and is used occasionally in character specific or otherwise situational optimal combos. It has relatively little use otherwise and {{clr|3|S}} is the least useful scroll set overall.<br />
----<br />
;{{clr|K|K}}/{{clr|H|H}} scrolls (low scrolls) <br />
{{clr|K|K}} scroll sets give Answer his oppressive pressure options and are the core of his offense.<br />
<br />
{{clr|H|H}} scroll set can be thought of as a more aggressive version of {{clr|P|P}} scroll, as you lack some of {{clr|P|P}} scroll's freedom of movement and follow-ups, but have a longer potential trajectory at a unique arc of movement. Be aware that the active frames of {{clr|5|sD}} do not last for the entire stretch between both scrolls, and can be crouched or antiaired easily. It gives the benefit of an air-to-ground {{clr|5|sD}} while providing the offensive benefits of the low scroll. Also used in situational optimal combos, and for some setups, often the same setups you could do with {{clr|3|S}} scroll. Get creative with its use.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Seal of Approval</big>===<br />
{{InputBadge|Move to Request of Approval}}<br />
{{GGXRD-R2 Move Card<br />
|input=Near Seal > 5,Seal > 22|versioned=input<br />
|description=<br />
Answer clings to a scroll, making him temporarily strike invulnerable and letting him perform a variety of moves. ({{clr|1|sP}}, {{clr|2|sK}}, {{clr|3|sS}}, {{clr|4|sH}}, and {{clr|5|sD}}) <br />
<br />
*Answer will not cling to a scroll if a direction is being held. <br />
*Pressing down twice will cancel the scroll cling. <br />
}}<br />
<br />
===<big>Savvy Ninpo: Data Logging</big>===<br />
{{InputBadge|Seal > {{clr|1|P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 30<br />
|specialRecovery = 15<br />
}}<br />
The same move as {{clr|1|22P}} except it is peformed directly from the scroll or {{clr|5|sD}}. It is different from the standard {{clr|1|22P}} in that Answer is very quickly moved directly above the opponent for the dropkick on success. Useful for closing the distance on projectile zoners or beating anti airs/air to airs.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Down the Ladder</big>===<br />
{{InputBadge|Seal > {{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Answer kicks straight down from his position. Brings the opponent down to the ground on hit, allowing for oki at the end of an air combo. <br />
<br />
Also essential for movement and pressure, being the default option after a blocked {{clr|5|s6D}} to maintain a safe blockstring or frametrap. When done in such a situation during low scroll pressure, it leaves Answer +5 on normal block and recovers quickly, the perfect conditions for a mixup. However, when {{clr|K|sK}} is done from high up, it is only +1 on block and often leaves Answer in throw range.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Stepping Down</big>===<br />
{{InputBadge|Seal > {{clr|3|S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 7<br />
|recovery = 25<br />
}}<br />
Answer teleports directly to the ground below him and then slide kicks toward the oppenent. A niche move.<br />
<br />
It's main usage is as a hard call out to blitz due to it being a launch on CH. It also has some very situational use as a high risk callout to beat certain moves (like going under fireballs). Otherwise it's Answer's only direct low from scrolls. Though the reward on CH is high, be careful using this option because it can easily be hit out of or blocked, which is punishing via its very long recovery. <br />
}}<br />
<br />
===<big>Savvy Ninpo: Into My Office</big>===<br />
{{InputBadge|Seal > {{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 10<br />
|recovery = 10<br />
}}<br />
Answer lunges a small distance forward and does a large swipe in front of him.<br />
<br />
This is one of Answer's main knockdown tools when in the air. During block strings this is a high option from scroll cling to try to open up the opponent. It is a bit slow, but is still an important tool to help Answer's high/low mixup game during scroll pressure, and can be used as an OK mixup from a high scroll after {{clr|5|s3D}}, since you could also land and do {{clr|2|2K}}. It's easily reactable in {{clr|K|K}} scroll strings, though, so spamming it leads into either a jab out or a blitz from the opponent.<br />
<br />
*On grounded crouching hit, it can combo into {{clr|1|5P}} depending on spacing/character.<br />
*A cool little trick to always allow the {{clr|1|5P}} link regardless of character or to make this move more advantageous is to cancel into it as low as possible out of {{clr|5|s3D}}.<br />
*Good reward on counterhit, especially as an air to air.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Safety Net</big>===<br />
{{InputBadge|Seal > Direction + {{clr|5|D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 12<br />
|recovery = 14<br />
}}<br />
This is the most essential and defining move in Asnwer's kit, providing his excellent and hard to contest air-to-ground game, combos, pressure, and movement.<br />
<br />
Answer lunges a far distance in the direction being held. If no direction is held, Answer lunges to the nearest scroll. All other scroll cling specific moves can be performed out of this lunge on hit block, or whiff. If Answer holds the {{clr|D|D}} button down, he will not cling to a scroll he passes; otherwise, he will automatically. <br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|1|46P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=46P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 8<br />
}}<br />
Answer rapidly lunges forward, striking if he comes into contact with the opponent. Strong movement option to cover Answer's otherwise mediocre forward dash speed, to be used at a range where it won't hit. This is one of its main uses outside of combos.<br />
<br />
On a {{clr|4|5H}} hit confirm, it can be decent to use to re-establish close range pressure against characters that don't have great close range options, esp. on {{tt|crouch confirm|crouching adds 1F of hitstun to all attacks}}, or to RRC into a full combo. Keep in mind that at +/-0 frames, many characters have strong options for counterplay, and most can guess correctly to beat any of Answer's follow-ups, so use it with care and be attentive of your opponent's habits. <br />
<br />
In blockstrings, only use it as a last-resort frametrap in cases where you want higher potential reward than non-YRC card frametrap (remember, you can link {{clr|1|5P}} on counterhit). If Resshou is blocked, you should probably just backdash and take it from there, as Answer is -1 on normal block (-4 and thus punishable on IB) at close range with no real RPS involved.<br />
<br />
*The hit animation (palm strike) only comes out if he runs into the opponent; otherwise, he recovers very quickly). <br />
}}<br />
<br />
===<big>Savvy Ninpo: Tax Write-off</big>===<br />
{{InputBadge|{{clr|2|623K}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K,j.623K<br />
|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 1<br />
|recovery = 34<br />
}}<br />
Answer's command grab, AKA "Izuna Drop". Rewarding on success but very punishable on whiff. Core part of Answer's mixup game.<br />
----<br />
;Ground version<br />
The distance Answer travel during the grab is based on his starting dash momentum. No momentum doesn’t travel very far, whilst high dashing speed can carry from corner to corner. Practically speaking, in common use it will usually give full corner carry. Being that Answer's pressure is strongest by far in the corner, and he doesn't have many other amazing mixups without specific scroll setups, this is the core part of his mixup game to compliment his variety of frametraps and resets. Answer's dash conveniently has rapid acceleration despite having a low top speed, making it easy to implement this move to its fullest potential.<br />
----<br />
;Air Version<br />
One use for the air version is for cheeky but arguably gimmicky tech traps in tons of different situations, and the resulting mind-games might make it hard for your opponent to decide how to approach teching situations. It may even allow you to work in grey-beat combos vs opponents who are afraid to tech or choose to delay tech. Since you can use it out of {{clr|5|sD}}, IAD, etc. it has lots of potential but high-risk uses. Get creative.<br />
<br />
If you have sharp reactions, it can be used as a reactive antiair in different situations. It can be very valuable since the reward is much better than a normal airthrow or non CH normals, and it still has very good range and startup. One relatively easy example is Card Teleport > YRC > {{keyword|TK}} command grab, similar to how Chipp can use {{clr|K|K}} teleport YRC to antiair from afar.<br />
*Air version carries normal jump momentum<br />
*When performed out of an airdash, cancels the airdash momentum but maintains jump momentum<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Dead Stock Ninpo: Firesale</big>===<br />
{{InputBadge|{{clr|3|632146S}} (Air OK)\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146S,j.632146S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = <br />
|recovery = 71<br />
|isProjectile = yes<br />
}}<br />
A projectile super that sees little use outside of kill confirm combos.<br />
<br />
;Grounded<br />
Answer throws a card up into the air; if it hits the enemy, it brings them down into the line of fire for the rest of the super. After the card throw, Answer does a short animation, and then sends out a barrage of shurikens forward. Has some different uses in scroll or launcher combos, especially in the corner, but is not a massive optimization most of the time unless you are going for the kill. Benefits considerably from high RISC. The Burst version is passable as a reversal.<br />
----<br />
;Airborne <br />
Answer does not throw a card up and has a much shorter starting animation. The barrage is also directed diagonally downward at about a 45-degree angle. Unfortunately, not very useful; it does low damage for a super, and gives an absolutely pitiful knockdown, while having no other truly unique properties (Might be worth it if you've already got low scrolls set and are in the corner, yet don't have a high scroll to convert your antiair or air to air into, but {{clr|5|jD}} > RRC > P scroll set > {{clr|5|sD}} > {{clr|4|sH}} basically does this better. It does however benefit from high RISC. After using it, dash back in with Resshou.<br />
<br />
In theory it could be used as an air-to-ground punish to finish a round; otherwise not worth the meter.<br />
}}<br />
<br />
===<big>Business Ultimate Ninpo: All Hands</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 46<br />
}}<br />
Answer does a move similar to Resshou; if it hits, answer summons a large shuriken with a clone of him at each side and rushes forward. Unfortunately, it's essentially useless outside of very specific confirms to get a burst-safe kill, as it does very low damage and has no other unique properties. A contender for the worst super in the game.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Summoner: The Basilisk</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 5<br />
|recovery = 17<br />
}}<br />
Answer does not have many opportunities to combo into this and as such it's mostly for style, as most IK's are, but if you wanted to use it optimally, several counterhits allow you to combo into this without using RRC. Such as: {{clr|4|6H}}, {{clr|5|j.D}}, {{clr|5|sD}}, 421{{clr|3|S}}/{{clr|4|H}}.<br />
*Tax Write-off ({{clr|2|623K}}) combos into this if Answer has 100 tension and Conclusion Conditions are met. <br />
*Uses {{clr|5|5D}} animation.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Answer|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer&diff=342423GGXRD-R2/Answer2022-11-06T00:54:30Z<p>Krackatoa: /* Blitz Attack */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Answer is a flexible offense-focused character that uses tricky movement, great normals, and unique setups to overwhelm his opponent. Though he has a great normal moveset and set of movement options for most neutral situations, where Answer really shines is on the attack, where he can frustrate his opponent with great frame traps, safe pressure, and a command grab. After knocking the opponent down or finding some breathing room in neutral, he can set his unique ninja scrolls that he can cling to for tricky mixups and even greater mobility. With a tool for almost every situation, the business ninja is a great choice for players looking for strong footsies and relentless rushdown!<br />
|lore= Answer is Chipp's dutiful secretary who handles most of the Eastern Chipp Kingdom's legal affairs while permanently on the phone; to handle the affairs of the kingom. Even during battle.<br />
|voice_actor= Tomokazu Seki<br />
|quote= Unless we accept our differences, we will be no different from isolationist dictators. Exclusivity and supremacy are not part of our ideals. Thusly, I must re-educate the stubborn...<br />
|summary= is a flexible offense-focused character that uses tricky movement, great normals, and unique setups to overwhelm his opponent.<br />
|pros=<br />
* '''Effective Neutral:''' Strong neutral game with great pokes and movement options. {{MMC|input=236H|label=Business Caltrop}} YRC (card) is very abusable for neutral and pressure.<br />
* '''Super Jump:''' Unique super jump that travels higher and in a much longer arc, evading bad situations.<br />
* '''Great Pressure Game:''' Safe, long and varied pressure using cards, meter, and scrolls. Excellent options to this end in the corner.<br />
* '''Throws into Corner Carry:''' Great hit/throw game through the use of command grab ({{clr|2|623K}}) that can fully corner carry.<br />
* '''Air Presence:''' Solid anti-air normals and a fantastic airthrow range for his speed.<br />
* '''Solid Oki:''' Can force difficult guessing situations on knockdown; lots of flexibility in his okizeme. Can set up DP-safe meaties in a number of ways.<br />
* '''Reversal:''' Unique reversal that can be difficult for some characters to deal with.<br />
|cons=<br />
* '''Meter Dependent:''' Very meter hungry, and often struggles to maintain meter. Needs meter for YRC, damage, and Oki<br />
* '''Sometimes Struggles Against Defensive Neutral:''' Has many risky approaches combined with overall poor reward from many attacks<br />
* '''Blitz Shield Difficulties:''' Has significant trouble fighting blitz. Often has to hard bait blitz, especially vs. characters with good meterless reversals.<br />
* '''Character Specific Combos:''' His access to combos and setups varies wildly depending on the matchup, making him somewhat inconsistent.<br />
* '''Low Reward from Normal Airthrow:''' Poor frame advantage and no other unique benefits from his normal airthrow make it hard to apply scroll pressure after this essential antiair.<br />
* '''Tough to Learn:''' Relatively high execution barrier in combination with an awkward control scheme that requires you to learn a few counter-intuitive workarounds.<br />
| fastestAttack = [[#5P|5P]] (4F)<br />
| reversal = [[#Dead Stock Ninpo: Firesale|632146D]] (10+4F)<br />
|unique_mechanic1_name= [[{{PAGENAME}}#Savvy Ninpo: Request for Approval|Scroll Formations]]<br />
|unique_mechanic1=Answer can set scrolls on the screen which he can jump onto, and then perform one of a number of follow ups from. This is where most of his ability to create mixups and scary frame traps come from. You have different configurations that scrolls can appear in (by doing 214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}). Once they are on the screen, they stay until they are jumped onto or after a certain amount of time.<br />
<br />
Scrolls also give Answer some invulnerability, so you can get out of some Oki with a well-timed {{clr|1|22P}} on wakeup when you are resting under a scroll. {{clr|4|6H}} can also be used to cling to a scroll in the same way as {{clr|1|22P}}. Scrolldash ({{clr|5|sD}}) allows you to do every other scroll option other than another {{clr|5|sD}} for a short duration after {{clr|5|sD}}, so from a scroll cling you can do for example {{clr|5|s9D}} > {{clr|2|sK}} which allows for mixups and pressure after doing {{clr|5|sD}}. The raw mobility of scrolls should also not be ignored; it gives Answer more range than you would otherwise think.<br />
}}<br />
<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 6<br />
}}<br />
Answer's fastest poke at only 4 frames. <br />
<br />
Standard jab tool for poking after blocked {{MMC|input=46P|label=Resshou}} or ticking into {{clr|2|623K}}. It hits crouchers most of the time, but moves that low profile even a little bit can go under it, so don't use it carelessly. <br />
<br />
[[GGXRD-R2/Answer/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 11<br />
}}<br />
Somewhat unusual anti-air {{clr|2|5K}} that hits mostly above and in front of Answer. Somewhat redundant with the existence of {{clr|1|6P}}, but can be useful in a pinch, particularly to catch people jumping out of pressure.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|inactive2 = 2<br />
|active3 = 4<br />
|inactive4 = 2<br />
|active5 = 6<br />
|recovery = 9<br />
}}<br />
A versatile pressure tool thanks to it's multi-hitting nature and one of Answer's most damaging punish starters.<br />
<br />
In pressure, {{clr|S|c.S}} builds good RISC and each hit has very low pushback, making it useful for multiple purposes in blockstrings, particularly ones involving {{clr|K|K}} scrolls or a preset card. {{clr|3|c.S}} is only -1 on block, and with a wide array of cancels that can be accessed at almost any point in the move, {{clr|3|c.S}} is a very valuable move for pressure, namely for conditioning and such. Can combo into {{clr|2|6K}}, but it's a little tight, and since this combo is important to maximizing your offensive power, it's worth practicing. If you're ever unsure, just remember you can fall back on {{clr|5|2D}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
Great ranged poke that is be an essential part of Answer's grounded footsie game. <br />
<br />
Cancels into {{clr|5|2D}} and {{clr|4|5H}} (though not at max range) for confirms, knockdowns, and continued pressure. Cancelling into a whiffed {{clr|3|2S}} is also a strong option to add an extra layer of frame trapping. If your move hits or is blocked at max range, sometimes {{clr|4|5H}} might whiff, so you can throw a card instead.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 23<br />
}}<br />
Exceptional advancing normal that, along with scrolls, forms the basis for Answer's tricky offense and is a highly rewarding frametrap.<br />
<br />
{{clr|H|5H}} is an Essential tool for Answer's offensive gameplan due to its advancing properties and very important jump cancel, which is used to link a block string into continued pressure using deployed scrolls. While it has good range and reaches further than {{clr|S|f.S}} thanks to the lunge, its recovery is high, so be wary about whiffing the move in neutral. It can also sometimes whiff in pressure if an opponent is FDing a lot, so it's important to strategize your pressure in a way that {{clr|4|5H}} is not likely to whiff.<br />
<br />
{{clr|4|5H}} {{tt|SJIAD|Super jump instant air dash, input as 1/2/3 then 956}} is also used for corner pressure or confirming into a combo on CH. At close range, you can cancel {{clr|H|5H}} into {{clr|1|22P}} > scroll cling > {{clr|5|sD}} and it will combo/frametrap + reset pressure. Very important {{clr|K|K}} scroll pressure concept, particularly in the corner.<br />
<br />
*Staggers on Counter Hit<br />
*Has a mostly insignificant low crush property at the front of the move.<br />
*Because the move is jump cancelable, you can jump cancel cancel specials such as Resshou or Card (YRC). The jump cancel window is longer than the special cancel window, so you'll have a longer delay after {{clr|4|5H}}. The inputs are {{clr|1|469P}} or {{clr|3|2369S}}/{{clr|4|H}} for delayed {{clr|4|5H}} cancel.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
Standard overhead dust, although the puff of smoke and big frog make it a little more reactable than most. Leads to low reward midscreen and moderate reward in the corner. can be used after certain normals in combos using RRC, but that's only rewarding in the corner.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|recovery = 16<br />
}}<br />
Answer's primary and most reliable anti-air option.<br />
<br />
Good for approaches coming directly in front of Answer that can also beat out some grounded pokes. Strong overall button that should be used frequently.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=6K,6[K]|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 8<br />
|recovery = 9<br />
}}<br />
Answer's grounded launcher with a very long amount of hitstun. Used for confirming hits into juggle combos.<br />
<br />
This should almost always be canceled into a scroll set special move, as Answer has enough time to set a scroll, jump up, and continue comboing with the scrolls. Only combos on standing hit, whiffs entirely against crouching opponents or any low profile options.<br />
<br />
*Can be held to perform a feint that moves him forward.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 5<br />
|recovery = 2<br />
|specialRecovery = 12<br />
}}<br />
Although this move is not an overhead, {{clr|4|6H}} is one of Answer's most important normals in pressure.<br />
<br />
It brings him airborne, which means he can use it to cling onto scrolls during pressure or for okizeme. Even without a scroll out, it's neutral on block, moves Answer slightly forward, is invulnerable to ground throws, and goes over attacks with low hitboxes, while also providing a huge launch on Counter Hit. When air blocked by the opponent, gives enough blockstun for a chance at a pressure reset, especially at close range.<br />
<br />
*Builds up the RISC gauge rapidly<br />
*Steals tons of meter when FDed<br />
*Has a special cancel window both in the air, and upon landing, for grounded specials. Can frametrap and reset with card YRC for example.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 5<br />
}}<br />
Answer's fastest crouching normal.<br />
<br />
A great jab that's plus on block, burst safe, and can't be low-profiled as easily as {{clr|1|5P}}. Essential poke and pressure tool, also useful for {{keyword|abare}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 6<br />
}}<br />
Answer's fastest crouching low, used for mixups and poking.<br />
<br />
The main low in Answer's low/throw mixup that leads into the rest of his combo and pressure tools while not being too bad on block. Also a relatively fast, highly active, low risk poke that operates in the range between {{clr|1|2P}} and {{clr|3|2S}}. Be aware that it doesn't consistently combo into {{clr|5|2D}} at long ranges, and sometimes not even {{clr|3|f.S}}.<br />
<br />
*Can delay gatling out of it.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
A long reaching crouching poke that's fairly safe on whiff. Great for neutral and pressure.<br />
<br />
Leads to {{clr|4|5H}} on hit and block, though unfortunately not into {{clr|5|2D}}. While it's slightly slower than {{clr|S|f.S}}, it's Answer's most disjointed ground normal, making it a solid footsies button and counterpoke, especially against opponents that tend to low profile {{clr|S|f.S}}. Use this move a lot as a poke or blockstring ender/filler. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 6<br />
|recovery = 21<br />
}}<br />
Large anti-air that covers the space above Answer's head quite well. <br />
<br />
Although it usually has to be done pre-emptively and it has a big hurtbox that makes it susceptible to trades, it has a ton of untech time on counterhit that means Answer usually gets to convert into a combo on trade. Also an important part of Answer's combos as it does good damage, leads to {{clr|2|6K}} launches by forcing the opponent to stand so that {{clr|2|6K}} doesn't whiff. It's also the only normal that leads into character specific SJIAD combos.<br />
<br />
*Forces standing on grounded hit<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
Important sweep for securing knockdowns off pokes like {{clr|3|c.S}} and {{clr|3|f.S}} to set up Answer's Okizeme.<br />
<br />
Answer's only low normal other than {{clr|K|2K}}. Can be used to stuff dashes or other approaches for higher meterless reward. Cancel it into {{MMC|input=421S/H|label=Under the Bus}} when available for a combo or plus frames.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Standard jumping jab. It's speed and hitbox allows for SJIAD combos on taller characters after a corner {{clr|4|5H}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
An upwards-angled kick that is primarily used for air to air, and has an OK crossup hitbox. Good normal.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 12<br />
|recovery = 21<br />
}}<br />
Shuriken surfboard that hits three times, useful for confirming stray aerial hits and sometimes as a jump-in where you can mix up the number of hits they have to block standing. Used in corner SJIAD repressure. Also primary combo filler in air combos not involving scrolls.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 24<br />
}}<br />
Gigantic shuriken swipe with a big hitbox and a big hurtbox, similar to his {{clr|4|2H}}. It has a bad habit of trading with things or losing cleanly to good anti-airs, so don't rely on it too much, but this is a terrific air normal overall that your opponent must respect. Particularly good in retreating situations where your opponent is chasing after you. Air CH can often lead to a launcher combo.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 10<br />
|recovery = 15<br />
|specialRecovery = 5<br />
}}<br />
A uniquely defining normal for Answer.<br />
<br />
Big frog lick that launches airborne opponents higher than {{clr|4|j.H}}, used similar to Dizzy's {{clr|5|j.D}} to end airborne combos by leaving the opponent high up in the air. Also a very strong upwards air to air with full untech on CH leading to {{clr|2|6K}} launcher combo opportunities. <br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Ground Throw<br />
|description=<br />
Standard knockdown throw. Slightly shorter reach than the average ground throw. <br />
<br />
You are able to do {{clr|K|K}} scroll set into meaty {{clr|2|2K}} or {{clr|4|6H}}. It's enough to start good {{clr|K|K}} scroll pressure with scroll, giving you a way to safejump ({{clr|4|6H}} meaty > cling), or beat blitz (meaty {{clr|2|2K}}), so it covers your bases, but isn't as flexible as a {{clr|5|2D}} or {{clr|2|sK}} knockdown. Most often {{keyword|OS}}ed with 6{{clr|3|S}}+{{clr|4|H}}<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Air Throw<br />
|description=<br />
Standard airthrow; knocks opponent directly below him.<br />
<br />
Answer's jump and superjump arcs and air throw range make this a VERY powerful antiair option. Unfortunately, has pretty poor frame advantage and consequently weak oki options if you don't already have scrolls ready to use. Probably worth learning some RRC combos for this one that you can use from time to time.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 5<br />
|recovery = 16<br />
}}<br />
Standard Dead Angle attack. More useful than most, because Answer doesn't have any meterless invincible reversals, and even his metered defensive options are often worse than DAA.<br />
}}<br />
<br />
===<big>Blitz Attack</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Blitz,[Blitz]<br />
|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Standard Blitz Shield attack.<br />
}}<br />
<br />
===<big>Ninja Beam!</big>===<br />
{{GGXRD-R2 Move Card<br />
|input=Taunt<br />
|versioned=name<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 160<br />
|active = 10<br />
|recovery = 256<br />
}}<br />
Unblockable Beam. Sends the opponent into a tumble that offers no combo opportunity. Can be crouched. *Animation can be freely cancelled into everything but Roman Cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Business Ninpo: Caltrops</big>===<br />
{{InputBadge|{{clr|3|236S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236S,236H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 12<br />
|recovery = 42<br />
}}<br />
Good range downward projectile that leaves the card in the ground, which can then be used for other specials. <br />
<br />
Instant YRC Card is a potent way for answer to control the neutral thanks to its quick startup and lightning fast projectile speed, also allowing Answer start close range ground combos from a distance or reset pressure. Having cards set is also an essential way for converting random pokes into full scroll combos or maintain pressure by using the generously tracking clone summon special followup. Pre-set cards and {{clr|K|K}} scrolls provide the basis for Answer's long and oppressive corner blockstrings.<br />
<br />
Another thing to note about card is that if spaced well, it is barely minus on block, especially if you use {{clr|S|S}} card at max range rather than {{clr|H|H}} card. This means if your opponent is cornered, depending on their character's options and their habits, you may be able to continue pressure in different ways by leveraging the threat of card throw > Clone Summon, such as if you are out of range of their pokes.<br />
<br />
*The card still comes out even if Roman Canceled instantly.<br />
*The card does not have an animation before it hits when RC'ed, it just appears in the ground with an instant hitbox over the distance of the throw<br />
}}<br />
<br />
===<big>Business Ninpo: Under the Rug</big>===<br />
{{InputBadge|{{clr|3|22S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=22S/H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 36<br />
}}<br />
AKA "Card Teleport". Primarily used for maintaining good screen position and for evasion.<br />
<br />
Answer disappears behind a rug and reappears on top of the corresponding {{clr|S|S}} or {{clr|H|H}} card. If no card is on the ground, Answer reappears in place. Has a shorter recovery time compared to what the animation suggests as the animation can be canceled. Outside of movement, it can be sometimes used as a long range punish opportunity by YRC'ing the recovery, similar to Chipp's {{clr|K|K}} teleport. Be sure to remember which card is which.<br />
}}<br />
<br />
===<big>Business Ninpo: Under the Bus</big>===<br />
{{InputBadge|{{clr|3|421S}}/{{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=421S/H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 14<br />
|recovery = 40<br />
}}<br />
Also known as "Clone" or "Clone Summon"<br />
<br />
Answer summons a clone that attacks upwards out of the ground from the position of the corresponding {{clr|S|S}} or {{clr|H|H}} card. This is an essential combo, neutral, and pressure tool, and is one of the main incentives for using cards. Get used to remembering which card is which and get comfortable comboing into this from {{clr|4|5H}}.<br />
*If the opponent is close enough to the card, the clone will track to their position instead.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Data Logging</big>===<br />
{{InputBadge|{{clr|1|22P}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=22P,j.22P,22P (Attack),j.22P (Attack)|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 20<br />
|specialRecovery = 14<br />
}}<br />
A frame 1 counter. When succesful, Answer falls down from the sky similar to his {{clr|2|sK}}. <br />
<br />
Makes Answer airborne, allowing him to cling to low scrolls or dodge low attacks. Answer kicks down in the same place as where he performed the move, meaning he will often miss the opponent when used against moves with good range. In general, if you don't have access to scrolls, this is a risky move with multiple chances for counterplay and low reward. Overall, only worth using in a pinch to keep people honest. However, as mentioned before, the scroll version has some more uses, particularly against zoning. It also gives a few characters a really hard time at applying their ideal oki, but is still high risk against knowledgeable players.<br />
<br />
*Can be YRC'ed during the counterattack. <br />
*Can be super jump installed by inputting it as {{clr|1|228P}}, which allows Answer to airdash after having YRC'ed it.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Request for Approval</big>===<br />
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=214P/K/S/H,j.214P/K/S/H|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 28<br />
}}<br />
Answer summons two scrolls in the positions indicated by the picture to the left. These scrolls are one of the core components of Answer's gameplay; they are used in his best combos, his strongest pressure, and his okizeme setups.<br />
<br />
;{{clr|P|P}}/{{clr|3|S}} scrolls (high scrolls) <br />
{{clr|P|P}} scroll sets give Answer a plethora of movement options, air control and amazing air to ground attacks, and are the basis of his {{clr|2|6K}} launcher combos. They also give him the ability to convert any antiairs into a full combo easily. As such, this is the most versatile scroll set in neutral.<br />
<br />
{{clr|3|S}} scroll set formation is primarily used in the corner for risky mixup setups such as left/right and high/low mixups, and to this end can be used in combination with a leftover scroll from a combo for 3 scroll oki (gives a shot at a unique mixup while still giving good pressure options on block.)<br />
<br />
Examples of setup for {{clr|3|S}} scroll would be {{clr|P|P}} scroll combo using only one {{clr|P|P}} scroll > set {{clr|2|K}} scroll, or end combo with corner side {{clr|2|K}} scroll remaining, set {{clr|3|S}} scroll). Has other use in niche setups and is used occasionally in character specific or otherwise situational optimal combos. It has relatively little use otherwise and {{clr|3|S}} is the least useful scroll set overall.<br />
----<br />
;{{clr|K|K}}/{{clr|H|H}} scrolls (low scrolls) <br />
{{clr|K|K}} scroll sets give Answer his oppressive pressure options and are the core of his offense.<br />
<br />
{{clr|H|H}} scroll set can be thought of as a more aggressive version of {{clr|P|P}} scroll, as you lack some of {{clr|P|P}} scroll's freedom of movement and follow-ups, but have a longer potential trajectory at a unique arc of movement. Be aware that the active frames of {{clr|5|sD}} do not last for the entire stretch between both scrolls, and can be crouched or antiaired easily. It gives the benefit of an air-to-ground {{clr|5|sD}} while providing the offensive benefits of the low scroll. Also used in situational optimal combos, and for some setups, often the same setups you could do with {{clr|3|S}} scroll. Get creative with its use.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Seal of Approval</big>===<br />
{{InputBadge|Move to Request of Approval}}<br />
{{GGXRD-R2 Move Card<br />
|input=Near Seal > 5,Seal > 22|versioned=input<br />
|description=<br />
Answer clings to a scroll, making him temporarily strike invulnerable and letting him perform a variety of moves. ({{clr|1|sP}}, {{clr|2|sK}}, {{clr|3|sS}}, {{clr|4|sH}}, and {{clr|5|sD}}) <br />
<br />
*Answer will not cling to a scroll if a direction is being held. <br />
*Pressing down twice will cancel the scroll cling. <br />
}}<br />
<br />
===<big>Savvy Ninpo: Data Logging</big>===<br />
{{InputBadge|Seal > {{clr|1|P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = <br />
|active = <br />
|recovery = 30<br />
|specialRecovery = 15<br />
}}<br />
The same move as {{clr|1|22P}} except it is peformed directly from the scroll or {{clr|5|sD}}. It is different from the standard {{clr|1|22P}} in that Answer is very quickly moved directly above the opponent for the dropkick on success. Useful for closing the distance on projectile zoners or beating anti airs/air to airs.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Down the Ladder</big>===<br />
{{InputBadge|Seal > {{clr|2|K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
Answer kicks straight down from his position. Brings the opponent down to the ground on hit, allowing for oki at the end of an air combo. <br />
<br />
Also essential for movement and pressure, being the default option after a blocked {{clr|5|s6D}} to maintain a safe blockstring or frametrap. When done in such a situation during low scroll pressure, it leaves Answer +5 on normal block and recovers quickly, the perfect conditions for a mixup. However, when {{clr|K|sK}} is done from high up, it is only +1 on block and often leaves Answer in throw range.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Stepping Down</big>===<br />
{{InputBadge|Seal > {{clr|3|S}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 7<br />
|recovery = 25<br />
}}<br />
Answer teleports directly to the ground below him and then slide kicks toward the oppenent. A niche move.<br />
<br />
It's main usage is as a hard call out to blitz due to it being a launch on CH. It also has some very situational use as a high risk callout to beat certain moves (like going under fireballs). Otherwise it's Answer's only direct low from scrolls. Though the reward on CH is high, be careful using this option because it can easily be hit out of or blocked, which is punishing via its very long recovery. <br />
}}<br />
<br />
===<big>Savvy Ninpo: Into My Office</big>===<br />
{{InputBadge|Seal > {{clr|4|H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 10<br />
|recovery = 10<br />
}}<br />
Answer lunges a small distance forward and does a large swipe in front of him.<br />
<br />
This is one of Answer's main knockdown tools when in the air. During block strings this is a high option from scroll cling to try to open up the opponent. It is a bit slow, but is still an important tool to help Answer's high/low mixup game during scroll pressure, and can be used as an OK mixup from a high scroll after {{clr|5|s3D}}, since you could also land and do {{clr|2|2K}}. It's easily reactable in {{clr|K|K}} scroll strings, though, so spamming it leads into either a jab out or a blitz from the opponent.<br />
<br />
*On grounded crouching hit, it can combo into {{clr|1|5P}} depending on spacing/character.<br />
*A cool little trick to always allow the {{clr|1|5P}} link regardless of character or to make this move more advantageous is to cancel into it as low as possible out of {{clr|5|s3D}}.<br />
*Good reward on counterhit, especially as an air to air.<br />
}}<br />
<br />
===<big>Savvy Ninpo: Safety Net</big>===<br />
{{InputBadge|Seal > Direction + {{clr|5|D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=Seal > D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 12<br />
|recovery = 14<br />
}}<br />
This is the most essential and defining move in Asnwer's kit, providing his excellent and hard to contest air-to-ground game, combos, pressure, and movement.<br />
<br />
Answer lunges a far distance in the direction being held. If no direction is held, Answer lunges to the nearest scroll. All other scroll cling specific moves can be performed out of this lunge on hit block, or whiff. If Answer holds the {{clr|D|D}} button down, he will not cling to a scroll he passes; otherwise, he will automatically. <br />
}}<br />
<br />
===<big>Resshou</big>===<br />
{{InputBadge|{{clr|1|46P}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=46P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 10<br />
|recovery = 8<br />
}}<br />
Answer rapidly lunges forward, striking if he comes into contact with the opponent. Strong movement option to cover Answer's otherwise mediocre forward dash speed, to be used at a range where it won't hit. This is one of its main uses outside of combos.<br />
<br />
On a {{clr|4|5H}} hit confirm, it can be decent to use to re-establish close range pressure against characters that don't have great close range options, esp. on {{tt|crouch confirm|crouching adds 1F of hitstun to all attacks}}, or to RRC into a full combo. Keep in mind that at +/-0 frames, many characters have strong options for counterplay, and most can guess correctly to beat any of Answer's follow-ups, so use it with care and be attentive of your opponent's habits. <br />
<br />
In blockstrings, only use it as a last-resort frametrap in cases where you want higher potential reward than non-YRC card frametrap (remember, you can link {{clr|1|5P}} on counterhit). If Resshou is blocked, you should probably just backdash and take it from there, as Answer is -1 on normal block (-4 and thus punishable on IB) at close range with no real RPS involved.<br />
<br />
*The hit animation (palm strike) only comes out if he runs into the opponent; otherwise, he recovers very quickly). <br />
}}<br />
<br />
===<big>Savvy Ninpo: Tax Write-off</big>===<br />
{{InputBadge|{{clr|2|623K}} (Air OK)}}<br />
{{GGXRD-R2 Move Card<br />
|input=623K,j.623K<br />
|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 1<br />
|recovery = 34<br />
}}<br />
Answer's command grab, AKA "Izuna Drop". Rewarding on success but very punishable on whiff. Core part of Answer's mixup game.<br />
----<br />
;Ground version<br />
The distance Answer travel during the grab is based on his starting dash momentum. No momentum doesn’t travel very far, whilst high dashing speed can carry from corner to corner. Practically speaking, in common use it will usually give full corner carry. Being that Answer's pressure is strongest by far in the corner, and he doesn't have many other amazing mixups without specific scroll setups, this is the core part of his mixup game to compliment his variety of frametraps and resets. Answer's dash conveniently has rapid acceleration despite having a low top speed, making it easy to implement this move to its fullest potential.<br />
----<br />
;Air Version<br />
One use for the air version is for cheeky but arguably gimmicky tech traps in tons of different situations, and the resulting mind-games might make it hard for your opponent to decide how to approach teching situations. It may even allow you to work in grey-beat combos vs opponents who are afraid to tech or choose to delay tech. Since you can use it out of {{clr|5|sD}}, IAD, etc. it has lots of potential but high-risk uses. Get creative.<br />
<br />
If you have sharp reactions, it can be used as a reactive antiair in different situations. It can be very valuable since the reward is much better than a normal airthrow or non CH normals, and it still has very good range and startup. One relatively easy example is Card Teleport > YRC > {{keyword|TK}} command grab, similar to how Chipp can use {{clr|K|K}} teleport YRC to antiair from afar.<br />
*Air version carries normal jump momentum<br />
*When performed out of an airdash, cancels the airdash momentum but maintains jump momentum<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Dead Stock Ninpo: Firesale</big>===<br />
{{InputBadge|{{clr|3|632146S}} (Air OK)\{{clr|5|632146D}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=632146S,j.632146S|versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = <br />
|recovery = 71<br />
|isProjectile = yes<br />
}}<br />
A projectile super that sees little use outside of kill confirm combos.<br />
<br />
;Grounded<br />
Answer throws a card up into the air; if it hits the enemy, it brings them down into the line of fire for the rest of the super. After the card throw, Answer does a short animation, and then sends out a barrage of shurikens forward. Has some different uses in scroll or launcher combos, especially in the corner, but is not a massive optimization most of the time unless you are going for the kill. Benefits considerably from high RISC. The Burst version is passable as a reversal.<br />
----<br />
;Airborne <br />
Answer does not throw a card up and has a much shorter starting animation. The barrage is also directed diagonally downward at about a 45-degree angle. Unfortunately, not very useful; it does low damage for a super, and gives an absolutely pitiful knockdown, while having no other truly unique properties (Might be worth it if you've already got low scrolls set and are in the corner, yet don't have a high scroll to convert your antiair or air to air into, but {{clr|5|jD}} > RRC > P scroll set > {{clr|5|sD}} > {{clr|4|sH}} basically does this better. It does however benefit from high RISC. After using it, dash back in with Resshou.<br />
<br />
In theory it could be used as an air-to-ground punish to finish a round; otherwise not worth the meter.<br />
}}<br />
<br />
===<big>Business Ultimate Ninpo: All Hands</big>===<br />
{{InputBadge|{{clr|2|236236K}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 46<br />
}}<br />
Answer does a move similar to Resshou; if it hits, answer summons a large shuriken with a clone of him at each side and rushes forward. Unfortunately, it's essentially useless outside of very specific confirms to get a burst-safe kill, as it does very low damage and has no other unique properties. A contender for the worst super in the game.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Summoner: The Basilisk</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGXRD-R2 Move Card<br />
|input=236236H |type=instantkill<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 5<br />
|recovery = 17<br />
}}<br />
Answer does not have many opportunities to combo into this and as such it's mostly for style, as most IK's are, but if you wanted to use it optimally, several counterhits allow you to combo into this without using RRC. Such as: {{clr|4|6H}}, {{clr|5|j.D}}, {{clr|5|sD}}, 421{{clr|3|S}}/{{clr|4|H}}.<br />
*Tax Write-off ({{clr|2|623K}}) combos into this if Answer has 100 tension and Conclusion Conditions are met. <br />
*Uses {{clr|5|5D}} animation.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGXRD-R2|Answer|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGXRD-R2/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer/Data&diff=342421GGXRD-R2/Answer/Data2022-11-06T00:52:29Z<p>Krackatoa: /* Ninja Beam! */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGXRD-R2/Answer |image=GGXRD-R2_Answer_Icon.png |videos= |forums= |okizeme=yes}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=GGXRD-R2/Answer |videos=https://keeponrock.in/#/?p1chars=answer |okizeme=yes<br />
discord=}}<section end=Links/><br />
<br />
==System Data==<br />
{{GGXRD-R2-character<br />
|name=Answer<br />
|defense=x1.03<br />
|guts=0<br />
|stunResistance=55<br />
|riscGainRate=36<br />
|prejump=3F<br />
|backdash=21F (1~12F invuln)<br />
|weight=[100] Medium<br />
|wakeupFaceUp=25F<br />
|wakeupFaceDown=25F<br />
|umo=[[GGXRD-R2/Answer#Savvy Ninpo: Safety Net|Savvy Ninpo: Safety Net]]<br />
|portrait=GGXRD-R2_Answer_Portrait.png<br />
|icon=GGXRD-R2_Answer_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5P |name=<br />
|damage=6 |riscp=3 |riscm=8 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=4 |active=3 |recovery=6 |onBlock=+1 <br />
|images=GGXRD_Answer_5P.png<br />
|caption=Doesn't whiff on crouchers, yay!<br />
|hitboxes=GGXRD_Answer_5P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5K |name=<br />
|damage=18 |riscp=6 |riscm=u |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=5 |recovery=11 |onBlock=-4 <br />
|images=GGXRD_Answer_5K.png<br />
|caption=A decent anti-air, but maybe press {{clr|1|6P}} instead.<br />
|hitboxes=GGXRD_Answer_5K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===c.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=c.S |name=<br />
|damage=10×2, 20 |riscp=7 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=6 |active=3(2)4(2)6 |recovery=9 |onBlock=-1 <br />
|images=GGXRD_Answer_c.S.png<br />
|caption=3 Hits which can all be cancelled whenever you want!<br />
|hitboxes=GGXRD_Answer_c.S_hitbox1.png;GGXRD_Answer_c.S_hitbox2.png;GGXRD_Answer_c.S_hitbox3.png<br />
|notes=1st and 2nd hit has hitstop 6F<br />
}}<br />
<br />
===f.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=f.S |name=<br />
|damage=30 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=18 |onBlock=-10 <br />
|images=GGXRD_Answer_f.S.png<br />
|hitboxes=GGXRD_Answer_f.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5H |name=<br />
|damage=36 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=23 |onBlock=-10 <br />
|images=GGXRD_Answer_5H.png<br />
|caption=Essential normal for all your punish, pressure, and combo needs!<br />
|hitboxes=GGXRD_Answer_5H_hitbox1.png;GGXRD_Answer_5H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5D |name=<br />
|damage=22 |riscp=10 |riscm=20 |prorate=Initial: 80% <br />
|guard=High |cancel= |roman= <br />
|level=2 |tension=384 |invuln= <br />
|startup=25 |active=3 |recovery=19 |onBlock=-8 <br />
|images=GGXRD_Answer_5D.png<br />
|caption=The most reactable frog in all of fighting games.<br />
|hitboxes=GGXRD_Answer_5D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6P |name=<br />
|damage=26 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-8 Upper Body<br/>9-13 Above Knees <br />
|startup=9 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6K |name=<br />
|damage=26 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=14 |active=8 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_6K.png<br />
|caption=Invaluable for combos.<br />
|hitboxes=GGXRD_Answer_6K_hitbox1.png;GGXRD_Answer_6K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===6[K]===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6[K] |name=<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=26 |onBlock= <br />
|images=GGXRD_Answer_6K.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6H |name=<br />
|damage=45 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln=5-7 Foot<br/>8-19 Lower Body<br/>20 onwards Foot<br/>8 onwards Airborne <br />
|startup=17 |active=5 |recovery=2+12 L |onBlock=0 <br />
|images=GGXRD_Answer_6H.png<br />
|hitboxes=GGXRD_Answer_6H_hitbox1.png;GGXRD_Answer_6H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2P |name=<br />
|damage=8 |riscp=3 |riscm=8 |prorate=Initial: 80% <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=5 |active=3 |recovery=5 |onBlock=+2 <br />
|images=GGXRD_Answer_2P.png<br />
|hitboxes=GGXRD_Answer_2P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2K |name=<br />
|damage=14 |riscp=3 |riscm=8 |prorate=Initial: 70% <br />
|guard=Low |cancel= |roman= <br />
|level=0 |tension=144 |invuln=3-18 Upper Body <br />
|startup=7 |active=6 |recovery=6 |onBlock=-2 <br />
|images=GGXRD_Answer_2K.png<br />
|hitboxes=GGXRD_Answer_2K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2S |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-9 Upper Body <br />
|startup=10 |active=3 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_2S.png<br />
|caption=Blazing fast<br />
|hitboxes=GGXRD_Answer_2S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2H |name=<br />
|damage=34 |riscp=-20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=11 |active=6 |recovery=21 |onBlock=-8 <br />
|images=GGXRD_Answer_2H.png<br />
|hitboxes=GGXRD_Answer_2H_hitbox1.png;GGXRD_Answer_2H_hitbox2.png;GGXRD_Answer_2H_hitbox3.png<br />
|notes=Forces standing on ground hit<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2D |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Low |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=15 |onBlock=-7 <br />
|images=GGXRD_Answer_2D.png<br />
|caption=Don't expect this move to be your can opener like Chipp's.<br />
|hitboxes=GGXRD_Answer_2D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.P |name=<br />
|damage=12 |riscp=3 |riscm=8 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=6 |active=3 |recovery=9 |onBlock= <br />
|images=GGXRD_Answer_j.P.png<br />
|hitboxes=GGXRD_Answer_j.P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.K |name=<br />
|damage=18 |riscp=6 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=6 |recovery=15 |onBlock= <br />
|images=GGXRD_Answer_j.K.png<br />
|hitboxes=GGXRD_Answer_j.K_hitbox1.png;GGXRD_Answer_j.K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.S |name=<br />
|damage=12×3 |riscp=10 |riscm=5 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=2,2,8 |recovery=21 |onBlock= <br />
|images=GGXRD_Answer_j.S.png<br />
|hitboxes=GGXRD_Answer_j.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.H |name=<br />
|damage=32 |riscp=14 |riscm=6 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=24 |onBlock= <br />
|images=GGXRD_Answer_j.H.png<br />
|hitboxes=GGXRD_Answer_j.H_hitbox1.png;GGXRD_Answer_j.H_hitbox2.png<br />
|notes=Each hit has hitstop 6F<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.D |name=<br />
|damage=44 |riscp=10 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=10 |active=10 |recovery=15+5L |onBlock= <br />
|images=GGXRD_Answer_j.D.png<br />
|hitboxes=GGXRD_Answer_j.D_hitbox1.png;GGXRD_Answer_j.D_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=0, 60 |riscp=NA |riscm=6, 0 |prorate=Forced: 65% <br />
|guard=Ground Throw: 63000 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock=+51 <br />
|images=GGXRD_Answer_Throw.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=0, 60 |riscp=NA |riscm=6,0 |prorate=Forced: 65% <br />
|guard=Air Throw: 192500 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock= <br />
|images=GGXRD_Answer_AirThrow.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |riscp=10 |riscm=7 |prorate=Initial: 50% <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000 / 264 |invuln=1-14 All <br />
|startup=10 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Blitz Attack===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Blitz |name=Blitz Attack<br />
|damage=50 |riscp= |riscm= |prorate=Initial: 55% <br />
|guard=Mid |cancel= |roman=R <br />
|level=1 |tension= |invuln= 1~Button release: Blitz <br />
|startup=(15-48)+13 |active=3 |recovery=20 |onBlock=-2 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH);Crumples opponent on ground CH (79F)<br />
}}<br />
<br />
===Blitz Attack Max Charge===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=[Blitz] |name=Blitz Attack Max Charge<br />
|damage=50 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel= |roman=R <br />
|level=4 |tension= |invuln= 1~50: Blitz <br />
|startup=50+13 |active=3 |recovery=20 |onBlock=+5 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=GGXRD_Answer_Blitz_hitbox.png<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH);Crumples opponent on ground hit<br />
}}<br />
<br />
===Ninja Beam!===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Taunt |name=Ninja Beam!<br />
|damage=1 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel=All* |roman= <br />
|level=? |tension= |invuln= <br />
|startup=160 |active=11 |recovery=256 |onBlock= <br />
|images=GGXRD_Answer_Taunt.png<br />
|hitboxes=GGXRD_Answer_Taunt_hitbox.png<br />
|notes=Unblockable Beam; Sends the opponent into a tumble that offers no combo opportunity. Can be crouched. *Animation can be freely cancelled into everything but Roman Cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===236S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236S |name=S Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=12 |active=12 |recovery=Total 42 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 19F<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236H |name=H Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=14 |active=12 |recovery=Total 44 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 21F<br />
}}<br />
<br />
===22S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22S/H |name=Business Ninpo: Under the Rug<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=100/- |invuln=7-12 All <br />
|startup= |active= |recovery=Total 36 |onBlock= <br />
|images=GGXRD_Answer_UnderTheRug.png<br />
|caption=Peekaboo<br />
|hitboxes=GGXRD_Answer_UnderTheRug_hitbox.png<br />
|notes=Reappears on 13F?<br />
}}<br />
<br />
===421S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=421S/H |name=Business Ninpo: Under the Bus<br />
|damage=38 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=100/120 |invuln= <br />
|startup=15 |active=14 |recovery=Total 40 |onBlock=+4 <br />
|images=GGXRD_Answer_UnderTheBus.png<br />
|caption=Thanks for the plus frames idiot!<br />
|hitboxes=GGXRD_Answer_UnderTheBus_hitbox1.png;GGXRD_Answer_UnderTheBus_hitbox2.png<br />
|notes=Attack only appears if the corresponding Business Card is deployed<br />
}}<br />
<br />
===214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=214P/K/S/H |name=Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 28 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.214P/K/S/H |name=Air Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 46 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Near Seal > 5===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Near Seal > 5 |name=Savvy Ninpo: Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~9 Strike <br />
|startup= |active= |recovery=Total 126 |onBlock= <br />
|images=GGXRD_Answer_SealOfApproval.png<br />
|hitboxes=GGXRD_Answer_SealOfApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > 22===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > 22 |name=Cancel Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=Total 6 |onBlock= <br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Seal > P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=30+15 L<br/>[17+15L] |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|caption=I dare you to press a button<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=Automatically cancels into Down the Ladder if this guards an attack;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > K |name=Savvy Ninpo: Down the Ladder<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= <br />
|startup=9 |active=5 [1] |recovery=6 |onBlock=+1 [+5] <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > S |name=Savvy Ninpo: Stepping Down<br />
|damage=38 |riscp=20 |riscm=6 |prorate= <br />
|guard=Low/Air |cancel= |roman= <br />
|level=4 |tension=150/360 |invuln=9-18 Full<br/>19-20 Upper Body<br/>21-45 Above Knees <br />
|startup=27 |active=7 |recovery=25 |onBlock=-13 <br />
|images=GGXRD_Answer_SteppingDown.png<br />
|hitboxes=GGXRD_Answer_SteppingDown_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > H |name=Savvy Ninpo: Into My Office<br />
|damage=30 |riscp=-6/+14 |riscm= |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=150/360 |invuln= <br />
|startup=21 |active=10 [6] |recovery=10 |onBlock=-1 [+1] <br />
|images=GGXRD_Answer_IntoMyOffice.png<br />
|hitboxes=GGXRD_Answer_IntoMyOffice_hitbox1.png;GGXRD_Answer_IntoMyOffice_hitbox2.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > D |name=Savvy Ninpo: Safety Net<br />
|damage=36 |riscp=10 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=100/240 |invuln=1-21 Throw <br />
|startup=10 |active=12 |recovery=14 |onBlock=- [-7] <br />
|images=GGXRD_Answer_SafetyNet.png<br />
|caption=Oops! All Crossups<br />
|hitboxes=GGXRD_Answer_SafetyNet_hitbox.png<br />
|notes=Can cancel into all Seal followups on hit/block/whiff except another Safety Net;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard, Airborne <br />
|startup= |active= |recovery=20 + 14L |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P |name=Air Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=Until L + 14 |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P (Attack) |name=Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln=1-24 All <br />
|startup=33 |active=7 |recovery=6 after L |onBlock=-1 <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===j.22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P (Attack) |name=Air Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= 1-24 All <br />
|startup=33 |active=Till L |recovery=6 after L |onBlock= <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===46P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=46P |name=Resshou<br />
|damage=38 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=150/360 |invuln= <br />
|startup=9 |active=10 |recovery=8 |onBlock=-1 <br />
|images=GGXRD_Answer_Resshou.png<br />
|hitboxes=GGXRD_Answer_Resshou_hitbox.png<br />
|notes=Only attacks if opponent is in range.;When not in range, recovery is 8F;When in range, recovery is 14F<br />
}}<br />
<br />
===623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=623K |name=Savvy Ninpo: Tax Write-off<br />
|damage=0, 30, 0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Throw: 90000 |cancel= |roman= <br />
|level=0 |tension=-/0, 120×2,600,120 |invuln= <br />
|startup=5 |active=1 |recovery=34 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 15, 62<br />
}}<br />
<br />
===j.623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.623K |name=Air Savvy Ninpo: Tax Write-off<br />
|damage=0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Air Throw: 110000 |cancel= |roman= <br />
|level=0 |tension=-/0,60,0,120 |invuln= <br />
|startup=5 |active=1 |recovery=Total Until L+12 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 62<br />
}}<br />
<br />
==Overdrives==<br />
===632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=632146S |name=Dead Stock Ninpo: Firesale<br />
|damage=18×10,75 <br/>[22×10,100] |riscp=-7/+2 |riscm= |prorate= <br />
|guard=Mid/Air |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln=[18F All]<br />
|startup=18+3 |active= |recovery=Total: 71 |onBlock=+11 [+6] <br />
|images=GGXRD_Answer_Firesale1.png<br />
|caption=Like Leo's but worse<br />
|hitboxes=GGXRD_Answer_Firesale_hitbox1.png;GGXRD_Answer_Firesale_hitbox2.png;GGXRD_Answer_Firesale_hitbox3.png<br />
|notes=[ ] values are for Burst version;Hits 1-10 have 0F hitstop;Startup of hit above Answer has startup 10F, damage 20 [25]<br />
}}<br />
<br />
===j.632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=j.632146S |name=Air Dead Stock Ninpo: Firesale<br />
|damage=13×9,70 |riscp=2 |riscm=4×9, 6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=-5000/0 |invuln= <br />
|startup=10+4 |active= |recovery=Total: Until L |onBlock=-4 <br />
|images=GGXRD_Answer_Firesale2.png<br />
|hitboxes=GGXRD_Answer_Firesale_Air_hitbox1.png;GGXRD_Answer_Firesale_Air_hitbox2.png<br />
|notes=Hits 1-10 have 0F hitstop;Frame Adv listed is when performed from lowest possible height<br />
}}<br />
<br />
===236236K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=236236K |name=Business Ultimate Ninpo: All Hands<br />
|damage=40,15×9,50 |riscp=10 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln= <br />
|startup=7+0 |active=6 |recovery=46 |onBlock=-38 <br />
|images=GGXRD_Answer_AllHands1.png;GGXRD_Answer_AllHands2.png<br />
|hitboxes=GGXRD_Answer_AllHands_hitbox.png<br />
|notes=0F hitstop for all followup hits;Stun value 40,7×9,25<br />
}}<br />
<br />
==Instant Kill==<br />
===236236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=instantkill<br />
|input=236236H |name=Summoner: The Basilisk<br />
|damage=DESTROY |riscp=14 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=3 |tension= |invuln=9-29 Full<br/>[5-20 Full] <br />
|startup=9+16<br/>[5+10] |active=5 |recovery=17 |onBlock=-5 <br />
|images=GGXRD_Answer_IK1.png<br />
|hitboxes=GGXRD_Answer_IK_hitbox1.png;GGXRD_Answer_IK_hitbox2.png<br />
|notes=[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension;IK Mode Activation 90F [5F+5F]<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGXRD-R2/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=File:GGXRD_Answer_Taunt.png&diff=342419File:GGXRD Answer Taunt.png2022-11-06T00:39:35Z<p>Krackatoa: rough cut out, not procedurally made. 2 pixel desaturated brown stroke outline (centered)</p>
<hr />
<div>== Summary ==<br />
rough cut out, not procedurally made. 2 pixel desaturated brown stroke outline (centered)</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer/Data&diff=342416GGXRD-R2/Answer/Data2022-11-06T00:25:08Z<p>Krackatoa: /* Taunt */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGXRD-R2/Answer |image=GGXRD-R2_Answer_Icon.png |videos= |forums= |okizeme=yes}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=GGXRD-R2/Answer |videos=https://keeponrock.in/#/?p1chars=answer |okizeme=yes<br />
discord=}}<section end=Links/><br />
<br />
==System Data==<br />
{{GGXRD-R2-character<br />
|name=Answer<br />
|defense=x1.03<br />
|guts=0<br />
|stunResistance=55<br />
|riscGainRate=36<br />
|prejump=3F<br />
|backdash=21F (1~12F invuln)<br />
|weight=[100] Medium<br />
|wakeupFaceUp=25F<br />
|wakeupFaceDown=25F<br />
|umo=[[GGXRD-R2/Answer#Savvy Ninpo: Safety Net|Savvy Ninpo: Safety Net]]<br />
|portrait=GGXRD-R2_Answer_Portrait.png<br />
|icon=GGXRD-R2_Answer_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5P |name=<br />
|damage=6 |riscp=3 |riscm=8 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=4 |active=3 |recovery=6 |onBlock=+1 <br />
|images=GGXRD_Answer_5P.png<br />
|caption=Doesn't whiff on crouchers, yay!<br />
|hitboxes=GGXRD_Answer_5P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5K |name=<br />
|damage=18 |riscp=6 |riscm=u |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=5 |recovery=11 |onBlock=-4 <br />
|images=GGXRD_Answer_5K.png<br />
|caption=A decent anti-air, but maybe press {{clr|1|6P}} instead.<br />
|hitboxes=GGXRD_Answer_5K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===c.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=c.S |name=<br />
|damage=10×2, 20 |riscp=7 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=6 |active=3(2)4(2)6 |recovery=9 |onBlock=-1 <br />
|images=GGXRD_Answer_c.S.png<br />
|caption=3 Hits which can all be cancelled whenever you want!<br />
|hitboxes=GGXRD_Answer_c.S_hitbox1.png;GGXRD_Answer_c.S_hitbox2.png;GGXRD_Answer_c.S_hitbox3.png<br />
|notes=1st and 2nd hit has hitstop 6F<br />
}}<br />
<br />
===f.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=f.S |name=<br />
|damage=30 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=18 |onBlock=-10 <br />
|images=GGXRD_Answer_f.S.png<br />
|hitboxes=GGXRD_Answer_f.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5H |name=<br />
|damage=36 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=23 |onBlock=-10 <br />
|images=GGXRD_Answer_5H.png<br />
|caption=Essential normal for all your punish, pressure, and combo needs!<br />
|hitboxes=GGXRD_Answer_5H_hitbox1.png;GGXRD_Answer_5H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5D |name=<br />
|damage=22 |riscp=10 |riscm=20 |prorate=Initial: 80% <br />
|guard=High |cancel= |roman= <br />
|level=2 |tension=384 |invuln= <br />
|startup=25 |active=3 |recovery=19 |onBlock=-8 <br />
|images=GGXRD_Answer_5D.png<br />
|caption=The most reactable frog in all of fighting games.<br />
|hitboxes=GGXRD_Answer_5D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6P |name=<br />
|damage=26 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-8 Upper Body<br/>9-13 Above Knees <br />
|startup=9 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6K |name=<br />
|damage=26 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=14 |active=8 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_6K.png<br />
|caption=Invaluable for combos.<br />
|hitboxes=GGXRD_Answer_6K_hitbox1.png;GGXRD_Answer_6K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===6[K]===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6[K] |name=<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=26 |onBlock= <br />
|images=GGXRD_Answer_6K.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6H |name=<br />
|damage=45 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln=5-7 Foot<br/>8-19 Lower Body<br/>20 onwards Foot<br/>8 onwards Airborne <br />
|startup=17 |active=5 |recovery=2+12 L |onBlock=0 <br />
|images=GGXRD_Answer_6H.png<br />
|hitboxes=GGXRD_Answer_6H_hitbox1.png;GGXRD_Answer_6H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2P |name=<br />
|damage=8 |riscp=3 |riscm=8 |prorate=Initial: 80% <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=5 |active=3 |recovery=5 |onBlock=+2 <br />
|images=GGXRD_Answer_2P.png<br />
|hitboxes=GGXRD_Answer_2P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2K |name=<br />
|damage=14 |riscp=3 |riscm=8 |prorate=Initial: 70% <br />
|guard=Low |cancel= |roman= <br />
|level=0 |tension=144 |invuln=3-18 Upper Body <br />
|startup=7 |active=6 |recovery=6 |onBlock=-2 <br />
|images=GGXRD_Answer_2K.png<br />
|hitboxes=GGXRD_Answer_2K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2S |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-9 Upper Body <br />
|startup=10 |active=3 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_2S.png<br />
|caption=Blazing fast<br />
|hitboxes=GGXRD_Answer_2S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2H |name=<br />
|damage=34 |riscp=-20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=11 |active=6 |recovery=21 |onBlock=-8 <br />
|images=GGXRD_Answer_2H.png<br />
|hitboxes=GGXRD_Answer_2H_hitbox1.png;GGXRD_Answer_2H_hitbox2.png;GGXRD_Answer_2H_hitbox3.png<br />
|notes=Forces standing on ground hit<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2D |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Low |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=15 |onBlock=-7 <br />
|images=GGXRD_Answer_2D.png<br />
|caption=Don't expect this move to be your can opener like Chipp's.<br />
|hitboxes=GGXRD_Answer_2D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.P |name=<br />
|damage=12 |riscp=3 |riscm=8 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=6 |active=3 |recovery=9 |onBlock= <br />
|images=GGXRD_Answer_j.P.png<br />
|hitboxes=GGXRD_Answer_j.P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.K |name=<br />
|damage=18 |riscp=6 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=6 |recovery=15 |onBlock= <br />
|images=GGXRD_Answer_j.K.png<br />
|hitboxes=GGXRD_Answer_j.K_hitbox1.png;GGXRD_Answer_j.K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.S |name=<br />
|damage=12×3 |riscp=10 |riscm=5 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=2,2,8 |recovery=21 |onBlock= <br />
|images=GGXRD_Answer_j.S.png<br />
|hitboxes=GGXRD_Answer_j.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.H |name=<br />
|damage=32 |riscp=14 |riscm=6 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=24 |onBlock= <br />
|images=GGXRD_Answer_j.H.png<br />
|hitboxes=GGXRD_Answer_j.H_hitbox1.png;GGXRD_Answer_j.H_hitbox2.png<br />
|notes=Each hit has hitstop 6F<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.D |name=<br />
|damage=44 |riscp=10 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=10 |active=10 |recovery=15+5L |onBlock= <br />
|images=GGXRD_Answer_j.D.png<br />
|hitboxes=GGXRD_Answer_j.D_hitbox1.png;GGXRD_Answer_j.D_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=0, 60 |riscp=NA |riscm=6, 0 |prorate=Forced: 65% <br />
|guard=Ground Throw: 63000 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock=+51 <br />
|images=GGXRD_Answer_Throw.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=0, 60 |riscp=NA |riscm=6,0 |prorate=Forced: 65% <br />
|guard=Air Throw: 192500 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock= <br />
|images=GGXRD_Answer_AirThrow.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |riscp=10 |riscm=7 |prorate=Initial: 50% <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000 / 264 |invuln=1-14 All <br />
|startup=10 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Blitz Attack===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Blitz |name=Blitz Attack<br />
|damage=50 |riscp= |riscm= |prorate=Initial: 55% <br />
|guard=Mid |cancel= |roman=R <br />
|level=1 |tension= |invuln= 1~Button release: Blitz <br />
|startup=(15-48)+13 |active=3 |recovery=20 |onBlock=-2 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH);Crumples opponent on ground CH (79F)<br />
}}<br />
<br />
===Blitz Attack Max Charge===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=[Blitz] |name=Blitz Attack Max Charge<br />
|damage=50 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel= |roman=R <br />
|level=4 |tension= |invuln= 1~50: Blitz <br />
|startup=50+13 |active=3 |recovery=20 |onBlock=+5 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=GGXRD_Answer_Blitz_hitbox.png<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH);Crumples opponent on ground hit<br />
}}<br />
<br />
===Ninja Beam!===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Taunt |name=Ninja Beam!<br />
|damage=1 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel=All* |roman= <br />
|level=? |tension= |invuln= <br />
|startup=160 |active=? |recovery=? |onBlock= <br />
|images=GGXRD_Answer_Taunt.png<br />
|hitboxes=GGXRD_Answer_Taunt_hitbox.png<br />
|notes=Unblockable Beam; Sends the opponent into a tumble that offers no combo opportunity. Can be crouched. *Animation can be freely cancelled into everything but Roman Cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===236S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236S |name=S Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=12 |active=12 |recovery=Total 42 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 19F<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236H |name=H Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=14 |active=12 |recovery=Total 44 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 21F<br />
}}<br />
<br />
===22S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22S/H |name=Business Ninpo: Under the Rug<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=100/- |invuln=7-12 All <br />
|startup= |active= |recovery=Total 36 |onBlock= <br />
|images=GGXRD_Answer_UnderTheRug.png<br />
|caption=Peekaboo<br />
|hitboxes=GGXRD_Answer_UnderTheRug_hitbox.png<br />
|notes=Reappears on 13F?<br />
}}<br />
<br />
===421S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=421S/H |name=Business Ninpo: Under the Bus<br />
|damage=38 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=100/120 |invuln= <br />
|startup=15 |active=14 |recovery=Total 40 |onBlock=+4 <br />
|images=GGXRD_Answer_UnderTheBus.png<br />
|caption=Thanks for the plus frames idiot!<br />
|hitboxes=GGXRD_Answer_UnderTheBus_hitbox1.png;GGXRD_Answer_UnderTheBus_hitbox2.png<br />
|notes=Attack only appears if the corresponding Business Card is deployed<br />
}}<br />
<br />
===214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=214P/K/S/H |name=Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 28 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.214P/K/S/H |name=Air Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 46 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Near Seal > 5===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Near Seal > 5 |name=Savvy Ninpo: Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~9 Strike <br />
|startup= |active= |recovery=Total 126 |onBlock= <br />
|images=GGXRD_Answer_SealOfApproval.png<br />
|hitboxes=GGXRD_Answer_SealOfApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > 22===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > 22 |name=Cancel Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=Total 6 |onBlock= <br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Seal > P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=30+15 L<br/>[17+15L] |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|caption=I dare you to press a button<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=Automatically cancels into Down the Ladder if this guards an attack;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > K |name=Savvy Ninpo: Down the Ladder<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= <br />
|startup=9 |active=5 [1] |recovery=6 |onBlock=+1 [+5] <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > S |name=Savvy Ninpo: Stepping Down<br />
|damage=38 |riscp=20 |riscm=6 |prorate= <br />
|guard=Low/Air |cancel= |roman= <br />
|level=4 |tension=150/360 |invuln=9-18 Full<br/>19-20 Upper Body<br/>21-45 Above Knees <br />
|startup=27 |active=7 |recovery=25 |onBlock=-13 <br />
|images=GGXRD_Answer_SteppingDown.png<br />
|hitboxes=GGXRD_Answer_SteppingDown_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > H |name=Savvy Ninpo: Into My Office<br />
|damage=30 |riscp=-6/+14 |riscm= |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=150/360 |invuln= <br />
|startup=21 |active=10 [6] |recovery=10 |onBlock=-1 [+1] <br />
|images=GGXRD_Answer_IntoMyOffice.png<br />
|hitboxes=GGXRD_Answer_IntoMyOffice_hitbox1.png;GGXRD_Answer_IntoMyOffice_hitbox2.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > D |name=Savvy Ninpo: Safety Net<br />
|damage=36 |riscp=10 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=100/240 |invuln=1-21 Throw <br />
|startup=10 |active=12 |recovery=14 |onBlock=- [-7] <br />
|images=GGXRD_Answer_SafetyNet.png<br />
|caption=Oops! All Crossups<br />
|hitboxes=GGXRD_Answer_SafetyNet_hitbox.png<br />
|notes=Can cancel into all Seal followups on hit/block/whiff except another Safety Net;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard, Airborne <br />
|startup= |active= |recovery=20 + 14L |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P |name=Air Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=Until L + 14 |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P (Attack) |name=Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln=1-24 All <br />
|startup=33 |active=7 |recovery=6 after L |onBlock=-1 <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===j.22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P (Attack) |name=Air Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= 1-24 All <br />
|startup=33 |active=Till L |recovery=6 after L |onBlock= <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===46P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=46P |name=Resshou<br />
|damage=38 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=150/360 |invuln= <br />
|startup=9 |active=10 |recovery=8 |onBlock=-1 <br />
|images=GGXRD_Answer_Resshou.png<br />
|hitboxes=GGXRD_Answer_Resshou_hitbox.png<br />
|notes=Only attacks if opponent is in range.;When not in range, recovery is 8F;When in range, recovery is 14F<br />
}}<br />
<br />
===623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=623K |name=Savvy Ninpo: Tax Write-off<br />
|damage=0, 30, 0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Throw: 90000 |cancel= |roman= <br />
|level=0 |tension=-/0, 120×2,600,120 |invuln= <br />
|startup=5 |active=1 |recovery=34 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 15, 62<br />
}}<br />
<br />
===j.623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.623K |name=Air Savvy Ninpo: Tax Write-off<br />
|damage=0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Air Throw: 110000 |cancel= |roman= <br />
|level=0 |tension=-/0,60,0,120 |invuln= <br />
|startup=5 |active=1 |recovery=Total Until L+12 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 62<br />
}}<br />
<br />
==Overdrives==<br />
===632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=632146S |name=Dead Stock Ninpo: Firesale<br />
|damage=18×10,75 <br/>[22×10,100] |riscp=-7/+2 |riscm= |prorate= <br />
|guard=Mid/Air |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln=[18F All]<br />
|startup=18+3 |active= |recovery=Total: 71 |onBlock=+11 [+6] <br />
|images=GGXRD_Answer_Firesale1.png<br />
|caption=Like Leo's but worse<br />
|hitboxes=GGXRD_Answer_Firesale_hitbox1.png;GGXRD_Answer_Firesale_hitbox2.png;GGXRD_Answer_Firesale_hitbox3.png<br />
|notes=[ ] values are for Burst version;Hits 1-10 have 0F hitstop;Startup of hit above Answer has startup 10F, damage 20 [25]<br />
}}<br />
<br />
===j.632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=j.632146S |name=Air Dead Stock Ninpo: Firesale<br />
|damage=13×9,70 |riscp=2 |riscm=4×9, 6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=-5000/0 |invuln= <br />
|startup=10+4 |active= |recovery=Total: Until L |onBlock=-4 <br />
|images=GGXRD_Answer_Firesale2.png<br />
|hitboxes=GGXRD_Answer_Firesale_Air_hitbox1.png;GGXRD_Answer_Firesale_Air_hitbox2.png<br />
|notes=Hits 1-10 have 0F hitstop;Frame Adv listed is when performed from lowest possible height<br />
}}<br />
<br />
===236236K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=236236K |name=Business Ultimate Ninpo: All Hands<br />
|damage=40,15×9,50 |riscp=10 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln= <br />
|startup=7+0 |active=6 |recovery=46 |onBlock=-38 <br />
|images=GGXRD_Answer_AllHands1.png;GGXRD_Answer_AllHands2.png<br />
|hitboxes=GGXRD_Answer_AllHands_hitbox.png<br />
|notes=0F hitstop for all followup hits;Stun value 40,7×9,25<br />
}}<br />
<br />
==Instant Kill==<br />
===236236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=instantkill<br />
|input=236236H |name=Summoner: The Basilisk<br />
|damage=DESTROY |riscp=14 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=3 |tension= |invuln=9-29 Full<br/>[5-20 Full] <br />
|startup=9+16<br/>[5+10] |active=5 |recovery=17 |onBlock=-5 <br />
|images=GGXRD_Answer_IK1.png<br />
|hitboxes=GGXRD_Answer_IK_hitbox1.png;GGXRD_Answer_IK_hitbox2.png<br />
|notes=[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension;IK Mode Activation 90F [5F+5F]<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGXRD-R2/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer/Data&diff=342415GGXRD-R2/Answer/Data2022-11-06T00:23:09Z<p>Krackatoa: /* Taunt */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGXRD-R2/Answer |image=GGXRD-R2_Answer_Icon.png |videos= |forums= |okizeme=yes}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=GGXRD-R2/Answer |videos=https://keeponrock.in/#/?p1chars=answer |okizeme=yes<br />
discord=}}<section end=Links/><br />
<br />
==System Data==<br />
{{GGXRD-R2-character<br />
|name=Answer<br />
|defense=x1.03<br />
|guts=0<br />
|stunResistance=55<br />
|riscGainRate=36<br />
|prejump=3F<br />
|backdash=21F (1~12F invuln)<br />
|weight=[100] Medium<br />
|wakeupFaceUp=25F<br />
|wakeupFaceDown=25F<br />
|umo=[[GGXRD-R2/Answer#Savvy Ninpo: Safety Net|Savvy Ninpo: Safety Net]]<br />
|portrait=GGXRD-R2_Answer_Portrait.png<br />
|icon=GGXRD-R2_Answer_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5P |name=<br />
|damage=6 |riscp=3 |riscm=8 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=4 |active=3 |recovery=6 |onBlock=+1 <br />
|images=GGXRD_Answer_5P.png<br />
|caption=Doesn't whiff on crouchers, yay!<br />
|hitboxes=GGXRD_Answer_5P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5K |name=<br />
|damage=18 |riscp=6 |riscm=u |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=5 |recovery=11 |onBlock=-4 <br />
|images=GGXRD_Answer_5K.png<br />
|caption=A decent anti-air, but maybe press {{clr|1|6P}} instead.<br />
|hitboxes=GGXRD_Answer_5K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===c.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=c.S |name=<br />
|damage=10×2, 20 |riscp=7 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=6 |active=3(2)4(2)6 |recovery=9 |onBlock=-1 <br />
|images=GGXRD_Answer_c.S.png<br />
|caption=3 Hits which can all be cancelled whenever you want!<br />
|hitboxes=GGXRD_Answer_c.S_hitbox1.png;GGXRD_Answer_c.S_hitbox2.png;GGXRD_Answer_c.S_hitbox3.png<br />
|notes=1st and 2nd hit has hitstop 6F<br />
}}<br />
<br />
===f.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=f.S |name=<br />
|damage=30 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=18 |onBlock=-10 <br />
|images=GGXRD_Answer_f.S.png<br />
|hitboxes=GGXRD_Answer_f.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5H |name=<br />
|damage=36 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=23 |onBlock=-10 <br />
|images=GGXRD_Answer_5H.png<br />
|caption=Essential normal for all your punish, pressure, and combo needs!<br />
|hitboxes=GGXRD_Answer_5H_hitbox1.png;GGXRD_Answer_5H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5D |name=<br />
|damage=22 |riscp=10 |riscm=20 |prorate=Initial: 80% <br />
|guard=High |cancel= |roman= <br />
|level=2 |tension=384 |invuln= <br />
|startup=25 |active=3 |recovery=19 |onBlock=-8 <br />
|images=GGXRD_Answer_5D.png<br />
|caption=The most reactable frog in all of fighting games.<br />
|hitboxes=GGXRD_Answer_5D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6P |name=<br />
|damage=26 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-8 Upper Body<br/>9-13 Above Knees <br />
|startup=9 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6K |name=<br />
|damage=26 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=14 |active=8 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_6K.png<br />
|caption=Invaluable for combos.<br />
|hitboxes=GGXRD_Answer_6K_hitbox1.png;GGXRD_Answer_6K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===6[K]===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6[K] |name=<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=26 |onBlock= <br />
|images=GGXRD_Answer_6K.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6H |name=<br />
|damage=45 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln=5-7 Foot<br/>8-19 Lower Body<br/>20 onwards Foot<br/>8 onwards Airborne <br />
|startup=17 |active=5 |recovery=2+12 L |onBlock=0 <br />
|images=GGXRD_Answer_6H.png<br />
|hitboxes=GGXRD_Answer_6H_hitbox1.png;GGXRD_Answer_6H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2P |name=<br />
|damage=8 |riscp=3 |riscm=8 |prorate=Initial: 80% <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=5 |active=3 |recovery=5 |onBlock=+2 <br />
|images=GGXRD_Answer_2P.png<br />
|hitboxes=GGXRD_Answer_2P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2K |name=<br />
|damage=14 |riscp=3 |riscm=8 |prorate=Initial: 70% <br />
|guard=Low |cancel= |roman= <br />
|level=0 |tension=144 |invuln=3-18 Upper Body <br />
|startup=7 |active=6 |recovery=6 |onBlock=-2 <br />
|images=GGXRD_Answer_2K.png<br />
|hitboxes=GGXRD_Answer_2K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2S |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-9 Upper Body <br />
|startup=10 |active=3 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_2S.png<br />
|caption=Blazing fast<br />
|hitboxes=GGXRD_Answer_2S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2H |name=<br />
|damage=34 |riscp=-20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=11 |active=6 |recovery=21 |onBlock=-8 <br />
|images=GGXRD_Answer_2H.png<br />
|hitboxes=GGXRD_Answer_2H_hitbox1.png;GGXRD_Answer_2H_hitbox2.png;GGXRD_Answer_2H_hitbox3.png<br />
|notes=Forces standing on ground hit<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2D |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Low |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=15 |onBlock=-7 <br />
|images=GGXRD_Answer_2D.png<br />
|caption=Don't expect this move to be your can opener like Chipp's.<br />
|hitboxes=GGXRD_Answer_2D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.P |name=<br />
|damage=12 |riscp=3 |riscm=8 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=6 |active=3 |recovery=9 |onBlock= <br />
|images=GGXRD_Answer_j.P.png<br />
|hitboxes=GGXRD_Answer_j.P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.K |name=<br />
|damage=18 |riscp=6 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=6 |recovery=15 |onBlock= <br />
|images=GGXRD_Answer_j.K.png<br />
|hitboxes=GGXRD_Answer_j.K_hitbox1.png;GGXRD_Answer_j.K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.S |name=<br />
|damage=12×3 |riscp=10 |riscm=5 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=2,2,8 |recovery=21 |onBlock= <br />
|images=GGXRD_Answer_j.S.png<br />
|hitboxes=GGXRD_Answer_j.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.H |name=<br />
|damage=32 |riscp=14 |riscm=6 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=24 |onBlock= <br />
|images=GGXRD_Answer_j.H.png<br />
|hitboxes=GGXRD_Answer_j.H_hitbox1.png;GGXRD_Answer_j.H_hitbox2.png<br />
|notes=Each hit has hitstop 6F<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.D |name=<br />
|damage=44 |riscp=10 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=10 |active=10 |recovery=15+5L |onBlock= <br />
|images=GGXRD_Answer_j.D.png<br />
|hitboxes=GGXRD_Answer_j.D_hitbox1.png;GGXRD_Answer_j.D_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=0, 60 |riscp=NA |riscm=6, 0 |prorate=Forced: 65% <br />
|guard=Ground Throw: 63000 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock=+51 <br />
|images=GGXRD_Answer_Throw.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=0, 60 |riscp=NA |riscm=6,0 |prorate=Forced: 65% <br />
|guard=Air Throw: 192500 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock= <br />
|images=GGXRD_Answer_AirThrow.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |riscp=10 |riscm=7 |prorate=Initial: 50% <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000 / 264 |invuln=1-14 All <br />
|startup=10 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Blitz Attack===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Blitz |name=Blitz Attack<br />
|damage=50 |riscp= |riscm= |prorate=Initial: 55% <br />
|guard=Mid |cancel= |roman=R <br />
|level=1 |tension= |invuln= 1~Button release: Blitz <br />
|startup=(15-48)+13 |active=3 |recovery=20 |onBlock=-2 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH);Crumples opponent on ground CH (79F)<br />
}}<br />
<br />
===Blitz Attack Max Charge===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=[Blitz] |name=Blitz Attack Max Charge<br />
|damage=50 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel= |roman=R <br />
|level=4 |tension= |invuln= 1~50: Blitz <br />
|startup=50+13 |active=3 |recovery=20 |onBlock=+5 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=GGXRD_Answer_Blitz_hitbox.png<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH);Crumples opponent on ground hit<br />
}}<br />
<br />
===Taunt===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Taunt |name=Taunt<br />
|damage=1 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel=All* |roman= <br />
|level=? |tension= |invuln= <br />
|startup=160 |active=? |recovery=? |onBlock= <br />
|images=GGXRD_Answer_Taunt.png<br />
|hitboxes=GGXRD_Answer_Taunt_hitbox.png<br />
|notes=Unblockable Beam; Sends the opponent into a tumble that offers no combo opportunity. Can be crouched. *Animation can be freely cancelled into everything but Roman Cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===236S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236S |name=S Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=12 |active=12 |recovery=Total 42 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 19F<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236H |name=H Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=14 |active=12 |recovery=Total 44 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 21F<br />
}}<br />
<br />
===22S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22S/H |name=Business Ninpo: Under the Rug<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=100/- |invuln=7-12 All <br />
|startup= |active= |recovery=Total 36 |onBlock= <br />
|images=GGXRD_Answer_UnderTheRug.png<br />
|caption=Peekaboo<br />
|hitboxes=GGXRD_Answer_UnderTheRug_hitbox.png<br />
|notes=Reappears on 13F?<br />
}}<br />
<br />
===421S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=421S/H |name=Business Ninpo: Under the Bus<br />
|damage=38 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=100/120 |invuln= <br />
|startup=15 |active=14 |recovery=Total 40 |onBlock=+4 <br />
|images=GGXRD_Answer_UnderTheBus.png<br />
|caption=Thanks for the plus frames idiot!<br />
|hitboxes=GGXRD_Answer_UnderTheBus_hitbox1.png;GGXRD_Answer_UnderTheBus_hitbox2.png<br />
|notes=Attack only appears if the corresponding Business Card is deployed<br />
}}<br />
<br />
===214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=214P/K/S/H |name=Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 28 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.214P/K/S/H |name=Air Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 46 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Near Seal > 5===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Near Seal > 5 |name=Savvy Ninpo: Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~9 Strike <br />
|startup= |active= |recovery=Total 126 |onBlock= <br />
|images=GGXRD_Answer_SealOfApproval.png<br />
|hitboxes=GGXRD_Answer_SealOfApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > 22===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > 22 |name=Cancel Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=Total 6 |onBlock= <br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Seal > P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=30+15 L<br/>[17+15L] |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|caption=I dare you to press a button<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=Automatically cancels into Down the Ladder if this guards an attack;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > K |name=Savvy Ninpo: Down the Ladder<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= <br />
|startup=9 |active=5 [1] |recovery=6 |onBlock=+1 [+5] <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > S |name=Savvy Ninpo: Stepping Down<br />
|damage=38 |riscp=20 |riscm=6 |prorate= <br />
|guard=Low/Air |cancel= |roman= <br />
|level=4 |tension=150/360 |invuln=9-18 Full<br/>19-20 Upper Body<br/>21-45 Above Knees <br />
|startup=27 |active=7 |recovery=25 |onBlock=-13 <br />
|images=GGXRD_Answer_SteppingDown.png<br />
|hitboxes=GGXRD_Answer_SteppingDown_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > H |name=Savvy Ninpo: Into My Office<br />
|damage=30 |riscp=-6/+14 |riscm= |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=150/360 |invuln= <br />
|startup=21 |active=10 [6] |recovery=10 |onBlock=-1 [+1] <br />
|images=GGXRD_Answer_IntoMyOffice.png<br />
|hitboxes=GGXRD_Answer_IntoMyOffice_hitbox1.png;GGXRD_Answer_IntoMyOffice_hitbox2.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > D |name=Savvy Ninpo: Safety Net<br />
|damage=36 |riscp=10 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=100/240 |invuln=1-21 Throw <br />
|startup=10 |active=12 |recovery=14 |onBlock=- [-7] <br />
|images=GGXRD_Answer_SafetyNet.png<br />
|caption=Oops! All Crossups<br />
|hitboxes=GGXRD_Answer_SafetyNet_hitbox.png<br />
|notes=Can cancel into all Seal followups on hit/block/whiff except another Safety Net;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard, Airborne <br />
|startup= |active= |recovery=20 + 14L |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P |name=Air Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=Until L + 14 |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P (Attack) |name=Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln=1-24 All <br />
|startup=33 |active=7 |recovery=6 after L |onBlock=-1 <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===j.22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P (Attack) |name=Air Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= 1-24 All <br />
|startup=33 |active=Till L |recovery=6 after L |onBlock= <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===46P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=46P |name=Resshou<br />
|damage=38 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=150/360 |invuln= <br />
|startup=9 |active=10 |recovery=8 |onBlock=-1 <br />
|images=GGXRD_Answer_Resshou.png<br />
|hitboxes=GGXRD_Answer_Resshou_hitbox.png<br />
|notes=Only attacks if opponent is in range.;When not in range, recovery is 8F;When in range, recovery is 14F<br />
}}<br />
<br />
===623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=623K |name=Savvy Ninpo: Tax Write-off<br />
|damage=0, 30, 0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Throw: 90000 |cancel= |roman= <br />
|level=0 |tension=-/0, 120×2,600,120 |invuln= <br />
|startup=5 |active=1 |recovery=34 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 15, 62<br />
}}<br />
<br />
===j.623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.623K |name=Air Savvy Ninpo: Tax Write-off<br />
|damage=0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Air Throw: 110000 |cancel= |roman= <br />
|level=0 |tension=-/0,60,0,120 |invuln= <br />
|startup=5 |active=1 |recovery=Total Until L+12 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 62<br />
}}<br />
<br />
==Overdrives==<br />
===632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=632146S |name=Dead Stock Ninpo: Firesale<br />
|damage=18×10,75 <br/>[22×10,100] |riscp=-7/+2 |riscm= |prorate= <br />
|guard=Mid/Air |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln=[18F All]<br />
|startup=18+3 |active= |recovery=Total: 71 |onBlock=+11 [+6] <br />
|images=GGXRD_Answer_Firesale1.png<br />
|caption=Like Leo's but worse<br />
|hitboxes=GGXRD_Answer_Firesale_hitbox1.png;GGXRD_Answer_Firesale_hitbox2.png;GGXRD_Answer_Firesale_hitbox3.png<br />
|notes=[ ] values are for Burst version;Hits 1-10 have 0F hitstop;Startup of hit above Answer has startup 10F, damage 20 [25]<br />
}}<br />
<br />
===j.632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=j.632146S |name=Air Dead Stock Ninpo: Firesale<br />
|damage=13×9,70 |riscp=2 |riscm=4×9, 6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=-5000/0 |invuln= <br />
|startup=10+4 |active= |recovery=Total: Until L |onBlock=-4 <br />
|images=GGXRD_Answer_Firesale2.png<br />
|hitboxes=GGXRD_Answer_Firesale_Air_hitbox1.png;GGXRD_Answer_Firesale_Air_hitbox2.png<br />
|notes=Hits 1-10 have 0F hitstop;Frame Adv listed is when performed from lowest possible height<br />
}}<br />
<br />
===236236K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=236236K |name=Business Ultimate Ninpo: All Hands<br />
|damage=40,15×9,50 |riscp=10 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln= <br />
|startup=7+0 |active=6 |recovery=46 |onBlock=-38 <br />
|images=GGXRD_Answer_AllHands1.png;GGXRD_Answer_AllHands2.png<br />
|hitboxes=GGXRD_Answer_AllHands_hitbox.png<br />
|notes=0F hitstop for all followup hits;Stun value 40,7×9,25<br />
}}<br />
<br />
==Instant Kill==<br />
===236236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=instantkill<br />
|input=236236H |name=Summoner: The Basilisk<br />
|damage=DESTROY |riscp=14 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=3 |tension= |invuln=9-29 Full<br/>[5-20 Full] <br />
|startup=9+16<br/>[5+10] |active=5 |recovery=17 |onBlock=-5 <br />
|images=GGXRD_Answer_IK1.png<br />
|hitboxes=GGXRD_Answer_IK_hitbox1.png;GGXRD_Answer_IK_hitbox2.png<br />
|notes=[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension;IK Mode Activation 90F [5F+5F]<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGXRD-R2/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer/Data&diff=342414GGXRD-R2/Answer/Data2022-11-06T00:22:33Z<p>Krackatoa: /* Taunt */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGXRD-R2/Answer |image=GGXRD-R2_Answer_Icon.png |videos= |forums= |okizeme=yes}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=GGXRD-R2/Answer |videos=https://keeponrock.in/#/?p1chars=answer |okizeme=yes<br />
discord=}}<section end=Links/><br />
<br />
==System Data==<br />
{{GGXRD-R2-character<br />
|name=Answer<br />
|defense=x1.03<br />
|guts=0<br />
|stunResistance=55<br />
|riscGainRate=36<br />
|prejump=3F<br />
|backdash=21F (1~12F invuln)<br />
|weight=[100] Medium<br />
|wakeupFaceUp=25F<br />
|wakeupFaceDown=25F<br />
|umo=[[GGXRD-R2/Answer#Savvy Ninpo: Safety Net|Savvy Ninpo: Safety Net]]<br />
|portrait=GGXRD-R2_Answer_Portrait.png<br />
|icon=GGXRD-R2_Answer_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5P |name=<br />
|damage=6 |riscp=3 |riscm=8 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=4 |active=3 |recovery=6 |onBlock=+1 <br />
|images=GGXRD_Answer_5P.png<br />
|caption=Doesn't whiff on crouchers, yay!<br />
|hitboxes=GGXRD_Answer_5P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5K |name=<br />
|damage=18 |riscp=6 |riscm=u |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=5 |recovery=11 |onBlock=-4 <br />
|images=GGXRD_Answer_5K.png<br />
|caption=A decent anti-air, but maybe press {{clr|1|6P}} instead.<br />
|hitboxes=GGXRD_Answer_5K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===c.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=c.S |name=<br />
|damage=10×2, 20 |riscp=7 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=6 |active=3(2)4(2)6 |recovery=9 |onBlock=-1 <br />
|images=GGXRD_Answer_c.S.png<br />
|caption=3 Hits which can all be cancelled whenever you want!<br />
|hitboxes=GGXRD_Answer_c.S_hitbox1.png;GGXRD_Answer_c.S_hitbox2.png;GGXRD_Answer_c.S_hitbox3.png<br />
|notes=1st and 2nd hit has hitstop 6F<br />
}}<br />
<br />
===f.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=f.S |name=<br />
|damage=30 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=18 |onBlock=-10 <br />
|images=GGXRD_Answer_f.S.png<br />
|hitboxes=GGXRD_Answer_f.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5H |name=<br />
|damage=36 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=23 |onBlock=-10 <br />
|images=GGXRD_Answer_5H.png<br />
|caption=Essential normal for all your punish, pressure, and combo needs!<br />
|hitboxes=GGXRD_Answer_5H_hitbox1.png;GGXRD_Answer_5H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5D |name=<br />
|damage=22 |riscp=10 |riscm=20 |prorate=Initial: 80% <br />
|guard=High |cancel= |roman= <br />
|level=2 |tension=384 |invuln= <br />
|startup=25 |active=3 |recovery=19 |onBlock=-8 <br />
|images=GGXRD_Answer_5D.png<br />
|caption=The most reactable frog in all of fighting games.<br />
|hitboxes=GGXRD_Answer_5D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6P |name=<br />
|damage=26 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-8 Upper Body<br/>9-13 Above Knees <br />
|startup=9 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6K |name=<br />
|damage=26 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=14 |active=8 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_6K.png<br />
|caption=Invaluable for combos.<br />
|hitboxes=GGXRD_Answer_6K_hitbox1.png;GGXRD_Answer_6K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===6[K]===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6[K] |name=<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=26 |onBlock= <br />
|images=GGXRD_Answer_6K.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6H |name=<br />
|damage=45 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln=5-7 Foot<br/>8-19 Lower Body<br/>20 onwards Foot<br/>8 onwards Airborne <br />
|startup=17 |active=5 |recovery=2+12 L |onBlock=0 <br />
|images=GGXRD_Answer_6H.png<br />
|hitboxes=GGXRD_Answer_6H_hitbox1.png;GGXRD_Answer_6H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2P |name=<br />
|damage=8 |riscp=3 |riscm=8 |prorate=Initial: 80% <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=5 |active=3 |recovery=5 |onBlock=+2 <br />
|images=GGXRD_Answer_2P.png<br />
|hitboxes=GGXRD_Answer_2P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2K |name=<br />
|damage=14 |riscp=3 |riscm=8 |prorate=Initial: 70% <br />
|guard=Low |cancel= |roman= <br />
|level=0 |tension=144 |invuln=3-18 Upper Body <br />
|startup=7 |active=6 |recovery=6 |onBlock=-2 <br />
|images=GGXRD_Answer_2K.png<br />
|hitboxes=GGXRD_Answer_2K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2S |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-9 Upper Body <br />
|startup=10 |active=3 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_2S.png<br />
|caption=Blazing fast<br />
|hitboxes=GGXRD_Answer_2S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2H |name=<br />
|damage=34 |riscp=-20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=11 |active=6 |recovery=21 |onBlock=-8 <br />
|images=GGXRD_Answer_2H.png<br />
|hitboxes=GGXRD_Answer_2H_hitbox1.png;GGXRD_Answer_2H_hitbox2.png;GGXRD_Answer_2H_hitbox3.png<br />
|notes=Forces standing on ground hit<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2D |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Low |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=15 |onBlock=-7 <br />
|images=GGXRD_Answer_2D.png<br />
|caption=Don't expect this move to be your can opener like Chipp's.<br />
|hitboxes=GGXRD_Answer_2D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.P |name=<br />
|damage=12 |riscp=3 |riscm=8 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=6 |active=3 |recovery=9 |onBlock= <br />
|images=GGXRD_Answer_j.P.png<br />
|hitboxes=GGXRD_Answer_j.P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.K |name=<br />
|damage=18 |riscp=6 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=6 |recovery=15 |onBlock= <br />
|images=GGXRD_Answer_j.K.png<br />
|hitboxes=GGXRD_Answer_j.K_hitbox1.png;GGXRD_Answer_j.K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.S |name=<br />
|damage=12×3 |riscp=10 |riscm=5 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=2,2,8 |recovery=21 |onBlock= <br />
|images=GGXRD_Answer_j.S.png<br />
|hitboxes=GGXRD_Answer_j.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.H |name=<br />
|damage=32 |riscp=14 |riscm=6 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=24 |onBlock= <br />
|images=GGXRD_Answer_j.H.png<br />
|hitboxes=GGXRD_Answer_j.H_hitbox1.png;GGXRD_Answer_j.H_hitbox2.png<br />
|notes=Each hit has hitstop 6F<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.D |name=<br />
|damage=44 |riscp=10 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=10 |active=10 |recovery=15+5L |onBlock= <br />
|images=GGXRD_Answer_j.D.png<br />
|hitboxes=GGXRD_Answer_j.D_hitbox1.png;GGXRD_Answer_j.D_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=0, 60 |riscp=NA |riscm=6, 0 |prorate=Forced: 65% <br />
|guard=Ground Throw: 63000 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock=+51 <br />
|images=GGXRD_Answer_Throw.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=0, 60 |riscp=NA |riscm=6,0 |prorate=Forced: 65% <br />
|guard=Air Throw: 192500 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock= <br />
|images=GGXRD_Answer_AirThrow.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |riscp=10 |riscm=7 |prorate=Initial: 50% <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000 / 264 |invuln=1-14 All <br />
|startup=10 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Blitz Attack===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Blitz |name=Blitz Attack<br />
|damage=50 |riscp= |riscm= |prorate=Initial: 55% <br />
|guard=Mid |cancel= |roman=R <br />
|level=1 |tension= |invuln= 1~Button release: Blitz <br />
|startup=(15-48)+13 |active=3 |recovery=20 |onBlock=-2 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH);Crumples opponent on ground CH (79F)<br />
}}<br />
<br />
===Blitz Attack Max Charge===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=[Blitz] |name=Blitz Attack Max Charge<br />
|damage=50 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel= |roman=R <br />
|level=4 |tension= |invuln= 1~50: Blitz <br />
|startup=50+13 |active=3 |recovery=20 |onBlock=+5 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=GGXRD_Answer_Blitz_hitbox.png<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH);Crumples opponent on ground hit<br />
}}<br />
<br />
===Taunt===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Taunt |name=Taunt<br />
|damage=1 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel= |roman=R <br />
|level=? |tension= |invuln= <br />
|startup=160 |active=? |recovery=? |onBlock= <br />
|images=GGXRD_Answer_Taunt.png<br />
|hitboxes=GGXRD_Answer_Taunt_hitbox.png<br />
|notes=Unblockable Beam; Sends the opponent into a tumble that offers no combo opportunity. Can be crouched. Animation can be freely cancelled into everything but Roman Cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===236S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236S |name=S Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=12 |active=12 |recovery=Total 42 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 19F<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236H |name=H Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=14 |active=12 |recovery=Total 44 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 21F<br />
}}<br />
<br />
===22S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22S/H |name=Business Ninpo: Under the Rug<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=100/- |invuln=7-12 All <br />
|startup= |active= |recovery=Total 36 |onBlock= <br />
|images=GGXRD_Answer_UnderTheRug.png<br />
|caption=Peekaboo<br />
|hitboxes=GGXRD_Answer_UnderTheRug_hitbox.png<br />
|notes=Reappears on 13F?<br />
}}<br />
<br />
===421S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=421S/H |name=Business Ninpo: Under the Bus<br />
|damage=38 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=100/120 |invuln= <br />
|startup=15 |active=14 |recovery=Total 40 |onBlock=+4 <br />
|images=GGXRD_Answer_UnderTheBus.png<br />
|caption=Thanks for the plus frames idiot!<br />
|hitboxes=GGXRD_Answer_UnderTheBus_hitbox1.png;GGXRD_Answer_UnderTheBus_hitbox2.png<br />
|notes=Attack only appears if the corresponding Business Card is deployed<br />
}}<br />
<br />
===214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=214P/K/S/H |name=Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 28 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.214P/K/S/H |name=Air Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 46 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Near Seal > 5===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Near Seal > 5 |name=Savvy Ninpo: Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~9 Strike <br />
|startup= |active= |recovery=Total 126 |onBlock= <br />
|images=GGXRD_Answer_SealOfApproval.png<br />
|hitboxes=GGXRD_Answer_SealOfApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > 22===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > 22 |name=Cancel Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=Total 6 |onBlock= <br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Seal > P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=30+15 L<br/>[17+15L] |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|caption=I dare you to press a button<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=Automatically cancels into Down the Ladder if this guards an attack;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > K |name=Savvy Ninpo: Down the Ladder<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= <br />
|startup=9 |active=5 [1] |recovery=6 |onBlock=+1 [+5] <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > S |name=Savvy Ninpo: Stepping Down<br />
|damage=38 |riscp=20 |riscm=6 |prorate= <br />
|guard=Low/Air |cancel= |roman= <br />
|level=4 |tension=150/360 |invuln=9-18 Full<br/>19-20 Upper Body<br/>21-45 Above Knees <br />
|startup=27 |active=7 |recovery=25 |onBlock=-13 <br />
|images=GGXRD_Answer_SteppingDown.png<br />
|hitboxes=GGXRD_Answer_SteppingDown_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > H |name=Savvy Ninpo: Into My Office<br />
|damage=30 |riscp=-6/+14 |riscm= |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=150/360 |invuln= <br />
|startup=21 |active=10 [6] |recovery=10 |onBlock=-1 [+1] <br />
|images=GGXRD_Answer_IntoMyOffice.png<br />
|hitboxes=GGXRD_Answer_IntoMyOffice_hitbox1.png;GGXRD_Answer_IntoMyOffice_hitbox2.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > D |name=Savvy Ninpo: Safety Net<br />
|damage=36 |riscp=10 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=100/240 |invuln=1-21 Throw <br />
|startup=10 |active=12 |recovery=14 |onBlock=- [-7] <br />
|images=GGXRD_Answer_SafetyNet.png<br />
|caption=Oops! All Crossups<br />
|hitboxes=GGXRD_Answer_SafetyNet_hitbox.png<br />
|notes=Can cancel into all Seal followups on hit/block/whiff except another Safety Net;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard, Airborne <br />
|startup= |active= |recovery=20 + 14L |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P |name=Air Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=Until L + 14 |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P (Attack) |name=Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln=1-24 All <br />
|startup=33 |active=7 |recovery=6 after L |onBlock=-1 <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===j.22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P (Attack) |name=Air Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= 1-24 All <br />
|startup=33 |active=Till L |recovery=6 after L |onBlock= <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===46P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=46P |name=Resshou<br />
|damage=38 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=150/360 |invuln= <br />
|startup=9 |active=10 |recovery=8 |onBlock=-1 <br />
|images=GGXRD_Answer_Resshou.png<br />
|hitboxes=GGXRD_Answer_Resshou_hitbox.png<br />
|notes=Only attacks if opponent is in range.;When not in range, recovery is 8F;When in range, recovery is 14F<br />
}}<br />
<br />
===623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=623K |name=Savvy Ninpo: Tax Write-off<br />
|damage=0, 30, 0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Throw: 90000 |cancel= |roman= <br />
|level=0 |tension=-/0, 120×2,600,120 |invuln= <br />
|startup=5 |active=1 |recovery=34 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 15, 62<br />
}}<br />
<br />
===j.623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.623K |name=Air Savvy Ninpo: Tax Write-off<br />
|damage=0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Air Throw: 110000 |cancel= |roman= <br />
|level=0 |tension=-/0,60,0,120 |invuln= <br />
|startup=5 |active=1 |recovery=Total Until L+12 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 62<br />
}}<br />
<br />
==Overdrives==<br />
===632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=632146S |name=Dead Stock Ninpo: Firesale<br />
|damage=18×10,75 <br/>[22×10,100] |riscp=-7/+2 |riscm= |prorate= <br />
|guard=Mid/Air |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln=[18F All]<br />
|startup=18+3 |active= |recovery=Total: 71 |onBlock=+11 [+6] <br />
|images=GGXRD_Answer_Firesale1.png<br />
|caption=Like Leo's but worse<br />
|hitboxes=GGXRD_Answer_Firesale_hitbox1.png;GGXRD_Answer_Firesale_hitbox2.png;GGXRD_Answer_Firesale_hitbox3.png<br />
|notes=[ ] values are for Burst version;Hits 1-10 have 0F hitstop;Startup of hit above Answer has startup 10F, damage 20 [25]<br />
}}<br />
<br />
===j.632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=j.632146S |name=Air Dead Stock Ninpo: Firesale<br />
|damage=13×9,70 |riscp=2 |riscm=4×9, 6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=-5000/0 |invuln= <br />
|startup=10+4 |active= |recovery=Total: Until L |onBlock=-4 <br />
|images=GGXRD_Answer_Firesale2.png<br />
|hitboxes=GGXRD_Answer_Firesale_Air_hitbox1.png;GGXRD_Answer_Firesale_Air_hitbox2.png<br />
|notes=Hits 1-10 have 0F hitstop;Frame Adv listed is when performed from lowest possible height<br />
}}<br />
<br />
===236236K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=236236K |name=Business Ultimate Ninpo: All Hands<br />
|damage=40,15×9,50 |riscp=10 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln= <br />
|startup=7+0 |active=6 |recovery=46 |onBlock=-38 <br />
|images=GGXRD_Answer_AllHands1.png;GGXRD_Answer_AllHands2.png<br />
|hitboxes=GGXRD_Answer_AllHands_hitbox.png<br />
|notes=0F hitstop for all followup hits;Stun value 40,7×9,25<br />
}}<br />
<br />
==Instant Kill==<br />
===236236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=instantkill<br />
|input=236236H |name=Summoner: The Basilisk<br />
|damage=DESTROY |riscp=14 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=3 |tension= |invuln=9-29 Full<br/>[5-20 Full] <br />
|startup=9+16<br/>[5+10] |active=5 |recovery=17 |onBlock=-5 <br />
|images=GGXRD_Answer_IK1.png<br />
|hitboxes=GGXRD_Answer_IK_hitbox1.png;GGXRD_Answer_IK_hitbox2.png<br />
|notes=[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension;IK Mode Activation 90F [5F+5F]<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGXRD-R2/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Answer/Data&diff=342413GGXRD-R2/Answer/Data2022-11-06T00:21:00Z<p>Krackatoa: Answer Taunt Data</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGXRD-R2/Answer |image=GGXRD-R2_Answer_Icon.png |videos= |forums= |okizeme=yes}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=GGXRD-R2/Answer |videos=https://keeponrock.in/#/?p1chars=answer |okizeme=yes<br />
discord=}}<section end=Links/><br />
<br />
==System Data==<br />
{{GGXRD-R2-character<br />
|name=Answer<br />
|defense=x1.03<br />
|guts=0<br />
|stunResistance=55<br />
|riscGainRate=36<br />
|prejump=3F<br />
|backdash=21F (1~12F invuln)<br />
|weight=[100] Medium<br />
|wakeupFaceUp=25F<br />
|wakeupFaceDown=25F<br />
|umo=[[GGXRD-R2/Answer#Savvy Ninpo: Safety Net|Savvy Ninpo: Safety Net]]<br />
|portrait=GGXRD-R2_Answer_Portrait.png<br />
|icon=GGXRD-R2_Answer_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5P |name=<br />
|damage=6 |riscp=3 |riscm=8 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=4 |active=3 |recovery=6 |onBlock=+1 <br />
|images=GGXRD_Answer_5P.png<br />
|caption=Doesn't whiff on crouchers, yay!<br />
|hitboxes=GGXRD_Answer_5P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5K |name=<br />
|damage=18 |riscp=6 |riscm=u |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=5 |recovery=11 |onBlock=-4 <br />
|images=GGXRD_Answer_5K.png<br />
|caption=A decent anti-air, but maybe press {{clr|1|6P}} instead.<br />
|hitboxes=GGXRD_Answer_5K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===c.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=c.S |name=<br />
|damage=10×2, 20 |riscp=7 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=6 |active=3(2)4(2)6 |recovery=9 |onBlock=-1 <br />
|images=GGXRD_Answer_c.S.png<br />
|caption=3 Hits which can all be cancelled whenever you want!<br />
|hitboxes=GGXRD_Answer_c.S_hitbox1.png;GGXRD_Answer_c.S_hitbox2.png;GGXRD_Answer_c.S_hitbox3.png<br />
|notes=1st and 2nd hit has hitstop 6F<br />
}}<br />
<br />
===f.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=f.S |name=<br />
|damage=30 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=18 |onBlock=-10 <br />
|images=GGXRD_Answer_f.S.png<br />
|hitboxes=GGXRD_Answer_f.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5H |name=<br />
|damage=36 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=23 |onBlock=-10 <br />
|images=GGXRD_Answer_5H.png<br />
|caption=Essential normal for all your punish, pressure, and combo needs!<br />
|hitboxes=GGXRD_Answer_5H_hitbox1.png;GGXRD_Answer_5H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===5D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=5D |name=<br />
|damage=22 |riscp=10 |riscm=20 |prorate=Initial: 80% <br />
|guard=High |cancel= |roman= <br />
|level=2 |tension=384 |invuln= <br />
|startup=25 |active=3 |recovery=19 |onBlock=-8 <br />
|images=GGXRD_Answer_5D.png<br />
|caption=The most reactable frog in all of fighting games.<br />
|hitboxes=GGXRD_Answer_5D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6P |name=<br />
|damage=26 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-8 Upper Body<br/>9-13 Above Knees <br />
|startup=9 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===6K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6K |name=<br />
|damage=26 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=14 |active=8 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_6K.png<br />
|caption=Invaluable for combos.<br />
|hitboxes=GGXRD_Answer_6K_hitbox1.png;GGXRD_Answer_6K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===6[K]===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6[K] |name=<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=26 |onBlock= <br />
|images=GGXRD_Answer_6K.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=6H |name=<br />
|damage=45 |riscp=20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln=5-7 Foot<br/>8-19 Lower Body<br/>20 onwards Foot<br/>8 onwards Airborne <br />
|startup=17 |active=5 |recovery=2+12 L |onBlock=0 <br />
|images=GGXRD_Answer_6H.png<br />
|hitboxes=GGXRD_Answer_6H_hitbox1.png;GGXRD_Answer_6H_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===2P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2P |name=<br />
|damage=8 |riscp=3 |riscm=8 |prorate=Initial: 80% <br />
|guard=Mid |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=5 |active=3 |recovery=5 |onBlock=+2 <br />
|images=GGXRD_Answer_2P.png<br />
|hitboxes=GGXRD_Answer_2P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2K |name=<br />
|damage=14 |riscp=3 |riscm=8 |prorate=Initial: 70% <br />
|guard=Low |cancel= |roman= <br />
|level=0 |tension=144 |invuln=3-18 Upper Body <br />
|startup=7 |active=6 |recovery=6 |onBlock=-2 <br />
|images=GGXRD_Answer_2K.png<br />
|hitboxes=GGXRD_Answer_2K_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2S |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=264 |invuln=1-9 Upper Body <br />
|startup=10 |active=3 |recovery=9 |onBlock=+2 <br />
|images=GGXRD_Answer_2S.png<br />
|caption=Blazing fast<br />
|hitboxes=GGXRD_Answer_2S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2H |name=<br />
|damage=34 |riscp=-20 |riscm=6 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=4 |tension=384 |invuln= <br />
|startup=11 |active=6 |recovery=21 |onBlock=-8 <br />
|images=GGXRD_Answer_2H.png<br />
|hitboxes=GGXRD_Answer_2H_hitbox1.png;GGXRD_Answer_2H_hitbox2.png;GGXRD_Answer_2H_hitbox3.png<br />
|notes=Forces standing on ground hit<br />
}}<br />
<br />
===2D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=2D |name=<br />
|damage=28 |riscp=10 |riscm=7 |prorate= <br />
|guard=Low |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=6 |recovery=15 |onBlock=-7 <br />
|images=GGXRD_Answer_2D.png<br />
|caption=Don't expect this move to be your can opener like Chipp's.<br />
|hitboxes=GGXRD_Answer_2D_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.P |name=<br />
|damage=12 |riscp=3 |riscm=8 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=0 |tension=144 |invuln= <br />
|startup=6 |active=3 |recovery=9 |onBlock= <br />
|images=GGXRD_Answer_j.P.png<br />
|hitboxes=GGXRD_Answer_j.P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.K |name=<br />
|damage=18 |riscp=6 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=1 |tension=264 |invuln= <br />
|startup=7 |active=6 |recovery=15 |onBlock= <br />
|images=GGXRD_Answer_j.K.png<br />
|hitboxes=GGXRD_Answer_j.K_hitbox1.png;GGXRD_Answer_j.K_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.S |name=<br />
|damage=12×3 |riscp=10 |riscm=5 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=9 |active=2,2,8 |recovery=21 |onBlock= <br />
|images=GGXRD_Answer_j.S.png<br />
|hitboxes=GGXRD_Answer_j.S_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.H |name=<br />
|damage=32 |riscp=14 |riscm=6 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=384 |invuln= <br />
|startup=9 |active=6 |recovery=24 |onBlock= <br />
|images=GGXRD_Answer_j.H.png<br />
|hitboxes=GGXRD_Answer_j.H_hitbox1.png;GGXRD_Answer_j.H_hitbox2.png<br />
|notes=Each hit has hitstop 6F<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=normal<br />
|input=j.D |name=<br />
|damage=44 |riscp=10 |riscm=7 |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=2 |tension=264 |invuln= <br />
|startup=10 |active=10 |recovery=15+5L |onBlock= <br />
|images=GGXRD_Answer_j.D.png<br />
|hitboxes=GGXRD_Answer_j.D_hitbox1.png;GGXRD_Answer_j.D_hitbox2.png<br />
|notes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Ground Throw |name=Ground Throw<br />
|damage=0, 60 |riscp=NA |riscm=6, 0 |prorate=Forced: 65% <br />
|guard=Ground Throw: 63000 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock=+51 <br />
|images=GGXRD_Answer_Throw.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===Air Throw===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Air Throw |name=Air Throw<br />
|damage=0, 60 |riscp=NA |riscm=6,0 |prorate=Forced: 65% <br />
|guard=Air Throw: 192500 |cancel= |roman=R <br />
|level=0 |tension=0, 480 |invuln= <br />
|startup=1 |active= |recovery= |onBlock= <br />
|images=GGXRD_Answer_AirThrow.png<br />
|hitboxes=<br />
|notes=Stun value 30<br />
}}<br />
<br />
===DAA===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=DAA |name=Dead Angle Attack<br />
|damage=25 |riscp=10 |riscm=7 |prorate=Initial: 50% <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000 / 264 |invuln=1-14 All <br />
|startup=10 |active=5 |recovery=16 |onBlock=-7 <br />
|images=GGXRD_Answer_6P.png<br />
|hitboxes=GGXRD_Answer_6P_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Blitz Attack===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=Blitz |name=Blitz Attack<br />
|damage=50 |riscp= |riscm= |prorate=Initial: 55% <br />
|guard=Mid |cancel= |roman=R <br />
|level=1 |tension= |invuln= 1~Button release: Blitz <br />
|startup=(15-48)+13 |active=3 |recovery=20 |onBlock=-2 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH);Crumples opponent on ground CH (79F)<br />
}}<br />
<br />
===Blitz Attack Max Charge===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=[Blitz] |name=Blitz Attack Max Charge<br />
|damage=50 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel= |roman=R <br />
|level=4 |tension= |invuln= 1~50: Blitz <br />
|startup=50+13 |active=3 |recovery=20 |onBlock=+5 <br />
|images=GGXRD_Answer_Blitz.png<br />
|hitboxes=GGXRD_Answer_Blitz_hitbox.png<br />
|notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH);Crumples opponent on ground hit<br />
}}<br />
<br />
===Taunt===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=other<br />
|input=[Taunt] |name=Taunt<br />
|damage=1 |riscp= |riscm= |prorate= <br />
|guard=Mid |cancel= |roman=R <br />
|level=? |tension= |invuln= <br />
|startup=160 |active=? |recovery=? |onBlock= <br />
|images=GGXRD_Answer_Taunt.png<br />
|hitboxes=GGXRD_Answer_Taunt_hitbox.png<br />
|notes=Unblockable; Sends the opponent into a tumble that offers no combo opportunity. Can be crouched.<br />
}}<br />
<br />
==Special Moves==<br />
===236S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236S |name=S Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=12 |active=12 |recovery=Total 42 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 19F<br />
}}<br />
<br />
===236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=236H |name=H Business Ninpo: Caltrops<br />
|damage=20 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=200/120 |invuln= <br />
|startup=14 |active=12 |recovery=Total 44 |onBlock=-7 <br />
|images=GGXRD_Answer_Caltrops.png<br />
|caption=Card + YRC = neutral<br />
|hitboxes=GGXRD_Answer_Caltrops_hitbox1.png;GGXRD_Answer_Caltrops_hitbox2.png<br />
|notes=Card appears on 21F<br />
}}<br />
<br />
===22S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22S/H |name=Business Ninpo: Under the Rug<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=100/- |invuln=7-12 All <br />
|startup= |active= |recovery=Total 36 |onBlock= <br />
|images=GGXRD_Answer_UnderTheRug.png<br />
|caption=Peekaboo<br />
|hitboxes=GGXRD_Answer_UnderTheRug_hitbox.png<br />
|notes=Reappears on 13F?<br />
}}<br />
<br />
===421S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=421S/H |name=Business Ninpo: Under the Bus<br />
|damage=38 |riscp=2 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=100/120 |invuln= <br />
|startup=15 |active=14 |recovery=Total 40 |onBlock=+4 <br />
|images=GGXRD_Answer_UnderTheBus.png<br />
|caption=Thanks for the plus frames idiot!<br />
|hitboxes=GGXRD_Answer_UnderTheBus_hitbox1.png;GGXRD_Answer_UnderTheBus_hitbox2.png<br />
|notes=Attack only appears if the corresponding Business Card is deployed<br />
}}<br />
<br />
===214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=214P/K/S/H |name=Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 28 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.214P/K/S/H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.214P/K/S/H |name=Air Savvy Ninpo: Request for Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension=75/- |invuln= <br />
|startup= |active= |recovery=Total 46 |onBlock= <br />
|images=GGXRD_Answer_RequestForApproval.png<br />
|caption=This is where the fun begins.<br />
|hitboxes=GGXRD_Answer_RequestForApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Near Seal > 5===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Near Seal > 5 |name=Savvy Ninpo: Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~9 Strike <br />
|startup= |active= |recovery=Total 126 |onBlock= <br />
|images=GGXRD_Answer_SealOfApproval.png<br />
|hitboxes=GGXRD_Answer_SealOfApproval_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > 22===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > 22 |name=Cancel Seal of Approval<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln= <br />
|startup= |active= |recovery=Total 6 |onBlock= <br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Seal > P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=30+15 L<br/>[17+15L] |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|caption=I dare you to press a button<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=Automatically cancels into Down the Ladder if this guards an attack;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > K |name=Savvy Ninpo: Down the Ladder<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= <br />
|startup=9 |active=5 [1] |recovery=6 |onBlock=+1 [+5] <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > S |name=Savvy Ninpo: Stepping Down<br />
|damage=38 |riscp=20 |riscm=6 |prorate= <br />
|guard=Low/Air |cancel= |roman= <br />
|level=4 |tension=150/360 |invuln=9-18 Full<br/>19-20 Upper Body<br/>21-45 Above Knees <br />
|startup=27 |active=7 |recovery=25 |onBlock=-13 <br />
|images=GGXRD_Answer_SteppingDown.png<br />
|hitboxes=GGXRD_Answer_SteppingDown_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===Seal > H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > H |name=Savvy Ninpo: Into My Office<br />
|damage=30 |riscp=-6/+14 |riscm= |prorate= <br />
|guard=High/Air |cancel= |roman= <br />
|level=3 |tension=150/360 |invuln= <br />
|startup=21 |active=10 [6] |recovery=10 |onBlock=-1 [+1] <br />
|images=GGXRD_Answer_IntoMyOffice.png<br />
|hitboxes=GGXRD_Answer_IntoMyOffice_hitbox1.png;GGXRD_Answer_IntoMyOffice_hitbox2.png<br />
|notes=Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===Seal > D===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=Seal > D |name=Savvy Ninpo: Safety Net<br />
|damage=36 |riscp=10 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=100/240 |invuln=1-21 Throw <br />
|startup=10 |active=12 |recovery=14 |onBlock=- [-7] <br />
|images=GGXRD_Answer_SafetyNet.png<br />
|caption=Oops! All Crossups<br />
|hitboxes=GGXRD_Answer_SafetyNet_hitbox.png<br />
|notes=Can cancel into all Seal followups on hit/block/whiff except another Safety Net;Values in [ ] mean when this attack is performed from low height<br />
}}<br />
<br />
===22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P |name=Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard, Airborne <br />
|startup= |active= |recovery=20 + 14L |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.22P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P |name=Air Savvy Ninpo: Data Logging (Catch)<br />
|damage= |riscp= |riscm= |prorate= <br />
|guard= |cancel= |roman= <br />
|level= |tension= |invuln=1~12F Guard <br />
|startup= |active= |recovery=Until L + 14 |onBlock= <br />
|images=GGXRD_Answer_DataLogging.png<br />
|hitboxes=GGXRD_Answer_DataLogging_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=22P (Attack) |name=Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln=1-24 All <br />
|startup=33 |active=7 |recovery=6 after L |onBlock=-1 <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===j.22P (Attack)===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.22P (Attack) |name=Air Savvy Ninpo: Data Logging (Attack)<br />
|damage=30 |riscp=6 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=1 |tension=100/240 |invuln= 1-24 All <br />
|startup=33 |active=Till L |recovery=6 after L |onBlock= <br />
|images=GGXRD_Answer_DownTheLadder.png<br />
|hitboxes=GGXRD_Answer_DownTheLadder_hitbox.png<br />
|notes=Attack begins during opponent's Hitstop?<br />
}}<br />
<br />
===46P===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=46P |name=Resshou<br />
|damage=38 |riscp=10 |riscm=7 |prorate= <br />
|guard=Mid |cancel= |roman= <br />
|level=2 |tension=150/360 |invuln= <br />
|startup=9 |active=10 |recovery=8 |onBlock=-1 <br />
|images=GGXRD_Answer_Resshou.png<br />
|hitboxes=GGXRD_Answer_Resshou_hitbox.png<br />
|notes=Only attacks if opponent is in range.;When not in range, recovery is 8F;When in range, recovery is 14F<br />
}}<br />
<br />
===623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=623K |name=Savvy Ninpo: Tax Write-off<br />
|damage=0, 30, 0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Throw: 90000 |cancel= |roman= <br />
|level=0 |tension=-/0, 120×2,600,120 |invuln= <br />
|startup=5 |active=1 |recovery=34 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 15, 62<br />
}}<br />
<br />
===j.623K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=special<br />
|input=j.623K |name=Air Savvy Ninpo: Tax Write-off<br />
|damage=0, 125, 0 |riscp=- |riscm=6, 0×3, 8 |prorate=Forced: 65% <br />
|guard=Air Throw: 110000 |cancel= |roman= <br />
|level=0 |tension=-/0,60,0,120 |invuln= <br />
|startup=5 |active=1 |recovery=Total Until L+12 |onBlock=+54 <br />
|images=GGXRD_Answer_TaxWrite-off.png<br />
|hitboxes=GGXRD_Answer_TaxWrite-off_hitbox.png<br />
|notes=Stun value 62<br />
}}<br />
<br />
==Overdrives==<br />
===632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=632146S |name=Dead Stock Ninpo: Firesale<br />
|damage=18×10,75 <br/>[22×10,100] |riscp=-7/+2 |riscm= |prorate= <br />
|guard=Mid/Air |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln=[18F All]<br />
|startup=18+3 |active= |recovery=Total: 71 |onBlock=+11 [+6] <br />
|images=GGXRD_Answer_Firesale1.png<br />
|caption=Like Leo's but worse<br />
|hitboxes=GGXRD_Answer_Firesale_hitbox1.png;GGXRD_Answer_Firesale_hitbox2.png;GGXRD_Answer_Firesale_hitbox3.png<br />
|notes=[ ] values are for Burst version;Hits 1-10 have 0F hitstop;Startup of hit above Answer has startup 10F, damage 20 [25]<br />
}}<br />
<br />
===j.632146S===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=j.632146S |name=Air Dead Stock Ninpo: Firesale<br />
|damage=13×9,70 |riscp=2 |riscm=4×9, 6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=4 |tension=-5000/0 |invuln= <br />
|startup=10+4 |active= |recovery=Total: Until L |onBlock=-4 <br />
|images=GGXRD_Answer_Firesale2.png<br />
|hitboxes=GGXRD_Answer_Firesale_Air_hitbox1.png;GGXRD_Answer_Firesale_Air_hitbox2.png<br />
|notes=Hits 1-10 have 0F hitstop;Frame Adv listed is when performed from lowest possible height<br />
}}<br />
<br />
===236236K===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=super<br />
|input=236236K |name=Business Ultimate Ninpo: All Hands<br />
|damage=40,15×9,50 |riscp=10 |riscm=7 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=2 |tension=-5000/0 |invuln= <br />
|startup=7+0 |active=6 |recovery=46 |onBlock=-38 <br />
|images=GGXRD_Answer_AllHands1.png;GGXRD_Answer_AllHands2.png<br />
|hitboxes=GGXRD_Answer_AllHands_hitbox.png<br />
|notes=0F hitstop for all followup hits;Stun value 40,7×9,25<br />
}}<br />
<br />
==Instant Kill==<br />
===236236H===<br />
{{MoveData-GGXRD-R2 |chara=Answer |type=instantkill<br />
|input=236236H |name=Summoner: The Basilisk<br />
|damage=DESTROY |riscp=14 |riscm=6 |prorate= <br />
|guard=All |cancel= |roman= <br />
|level=3 |tension= |invuln=9-29 Full<br/>[5-20 Full] <br />
|startup=9+16<br/>[5+10] |active=5 |recovery=17 |onBlock=-5 <br />
|images=GGXRD_Answer_IK1.png<br />
|hitboxes=GGXRD_Answer_IK_hitbox1.png;GGXRD_Answer_IK_hitbox2.png<br />
|notes=[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension;IK Mode Activation 90F [5F+5F]<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGXRD-R2/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGACR/Faust/Combos&diff=329149GGACR/Faust/Combos2022-09-20T03:46:28Z<p>Krackatoa: /* Faust Infinite Combo */</p>
<hr />
<div><center>{{Character Label|GGACR|Faust|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|4}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%|additional=<br />
:'''A & B''' = Perform inputs A and B simultaneously.<br />
:'''~>''' = Immediately proceed from the previous move to the following move.<br />
:'''fdc j.2K / Drill Cancel''' = j.1[K] ~> ([P] or [S] or [H])* ~> ]K[ & ]Previously held input From *[ [[GGACR/Faust/Strategy#FDC_.28AKA_Faultless_Drill_Cancel.2C_Faultless_Defense_Cancel.29| (Details)]]<br />
:'''Fishing Pole / Scalpel''' = [[GGACR/Faust#Rerere_no_Tsuki|Rerere no Tsuki - 41236K]]<br />
:'''Bomb Bag''' = [[GGACR/Faust#Love|Love - j.236P]]<br />
:'''Item Toss''' = [[GGACR/Faust#What_Could_This_Be|What Could This Be - 236P]]<br />
:'''Pogo''' = [[GGACR/Faust#Souten_Enshin_Ranbu|Souten Enshin Ranbu- 236S]]<br />
:'''Head Flower''' = [[GGACR/Faust#Pogo_Attacks|Pogo Attack K - Pogo > K]]<br />
:'''Lick''' = [[GGACR/Faust#Pogo_Attacks|Pogo Attack P - Pogo > P]]<br />
:'''Ground Flower''' = [[GGACR/Faust#Pogo_Attacks|Pogo Attack S - Pogo > S]]<br />
:'''HnS/Mettagiri''' = [[GGACR/Faust#HnS|Hack n' Slash - 214H]]<br />
:'''P Door''' = [[GGACR/Faust#From_The|From the Front - 214P]]<br />
:'''K Door''' = [[GGACR/Faust#From_The|From Behind - 214K]]<br />
:'''S Door''' = [[GGACR/Faust#From_The|From Above - 214S]]<br />
:'''Washpan/Dishpan''' = [[GGACR/Faust#Tarai|Tarai - Item]]<br />
:'''FB Chop''' = [[GGACR/Faust#FB_Chop|BAM! Outta Nowhere - 214D]]<br />
:'''FB Pogo''' = [[GGACR/Faust#FB_Pogo|FB Rerere no Choutsuki - j.236D]]<br />
:'''FB Door''' = [[GGACR/Faust#FB_Door|From Behind - 214K > D]]<br />
:'''Item Super''' = [[GGACR/Faust#Item_Super|W-W-What Could This Be? - 236236P]]<br />
:'''Kancho''' = [[GGACR/Faust#Kancho|Shigekiteki Zetsumei Ken - 236236S]]<br />
:'''IK''' = [[GGACR/Faust#Instant_Kill|This Week's Yamaban - in IK Mode: 236236H]]<br />
}}<br />
<br />
==Combo List==<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Tension Gain !! Works on: !! Difficulty !! Notes<br />
|-<br />
| {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|2S}} > {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || Anywhere || Low || All except Chipp/Millia || {{clr|2|Easy}} || 5P is a very simple, effective button for what it is at 5 frames. While 5P in of itself isn't a crazy starter or one that you'll see a lot often, it's useful to know in case you get it while mashing out of pressure while cornered and want a full conversion. On Chipp and Millia the {{clr|3|2S}} pickup will whiff but you can cut it short after {{clr|5|2D}} for standard pressure.<br />
|-<br />
| {{clr|1|5P}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} > Pogo Item Toss [Pogo {{clr|3|S}} Flower > Pogo Going My Way] || Anywhere/Corner || Gain 25% || Everyone || {{clr|2|Easy}} || Very simple combo that can be done off many of your starters, not just 5P. At midscreen you can only followup with an item toss and dismount, but in the corner you'll get a decent chunk of extra damage from the full combo. Timing is tight to flower in the corner against Zappa and Robo-Ky.<br />
|-<br />
| {{clr|2|2K}}* > {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > jc** > {{clr|2|j.K}} > {{clr|5|j.D}} || anywhere || Low || works on everyone || {{clr|2|Easy}} || This is probably the most character-universal combo into j.D knockdown. Some characters require a different variation, or a very deep hit, or going right into {{clr|2|5K}} instead of {{clr|3|2S}}. In those cases, you might want to go for Item Toss or Pogo enders instead. *Many other starters or opening gattlings that lead into {{clr|5|2D}} can also lead into this combo. **In some cases, after the first j.K you may want to go directly into j.D instead of jump cancelling into another j.K before j.D depending on the opposing character and/or spacing.<br />
|-<br />
| {{clr|4|6H}} > Pogo > RC ~> 66 > {{clr|4|6H}} > Pogo > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || corner || Costs 50 || Jam, Zappa, Ky, Roby Ky, Baiken, Johnny, Testament, Bridget, Anji, Potemkin, and Justice. || {{clr|2|Easy}} || Easy Combo. Big damage. The RC {{clr|4|6H}} > Pogo extension from Pogo in the corner is a great way to crank damage for 50 bar off good starters. This can be extended with another loop of {{clr|4|6H}} > Pogo for an additional 50% meter for additional damage in the corner too.<br />
|-<br />
| {{clr|4|{{clr|4|6H}}}} > Pogo > RC ~> 66 > {{clr|4|2H}} > Pogo > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || corner || Costs 50 || Everyone except for Sol, Order Sol, and Millia. || {{clr|2|Easy}} || Variant on previous combo that uses {{clr|4|2H}} pickup off Pogo RC slide state instead of {{clr|4|6H}}, which is much more universal. For the characters this doesn't work on, use other followups after RCing instead, such as dash {{clr|3|2S}} > jc > Air combo, or dash > FB Chop > etc.<br />
|-<br />
| {{clr|2|2K}} > {{clr|1|2P}} > {{clr|3|2S}} > {{clr|5|2D}} > {{clr|1|236P}} || anywhere || Low || works on everyone || {{clr|2|Easy}} || Bog standard knockdown into Item Toss. Link the item instead of cancelling into it if you want to ensure Hammer connects meaty.<br />
|-<br />
| {{clr|2|2K}} > {{clr|1|2P}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || corner || Good || works on everyone || {{clr|2|Easy}} || Bog standard corner knockdown. Better damage, and item toss in their face, even when cornered, can set up some spicy situations (Especially with off-screen bomb.)<br />
|-<br />
| Most Starters ending in {{clr|4|5H}} or {{clr|4|2H}} into Pogo > Pogo.{{clr|3|S}} > delay > Pogo.{{clr|4|H}} || corner || Good || works on everyone || {{clr|2|Easy}} || Comboing into Pogo > Flower > Going My Way in the corner is fairly standard across the cast, and you can go into it from {{clr|4|5H}} or {{clr|4|2H}}. This means you can use {{clr|1|2P}}, {{clr|1|5P}}, {{clr|2|2K}} or what not.<br />
|-<br />
| CH {{clr|1|6P}} > Item Toss > {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}}* > {{clr|4|j.H}} || anywhere || Good || works on most characters || {{clr|2|Easy}} || Common example anti-air 6P combo. *{{clr|3|j.S}} can be substituted here, but for consistency, {{clr|1|j.P}} works better.<br />
|-<br />
| CH {{clr|1|6P}} Trade > {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{clr|2|Easy}} || This will happen a lot in anti-air situations. Your 6P will trade with their air normal, but you can still combo.<br />
|-<br />
| Anti-air {{clr|2|5K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{clr|2|Easy}} || {{clr|2|5K}} anti-air situation.<br />
|-<br />
| Anti-air {{clr|2|2K}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{clr|2|Easy}} || {{clr|2|2K}} anti-air situation. Usually happens with the opponent overhead. You may need to substitute {{clr|3|j.S}} with {{clr|1|j.P}} for more consistency depending on the opposing character or air spacing, otherwise {{clr|3|j.S}} will whiff.<br />
|-<br />
| {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || anywhere || Good || works on everyone || {{clr|2|Easy}} || Reverse beat from {{clr|5|2D}} allows for some long-distance pickup from opponents who try to stand later in strings or pressure, which is more common when opponents are at a distance, since {{clr|4|2H}} can be blocked standing. Sometimes you'll be too far for a jD knockdown, so taking the damage and air reset instead can be good, depending on the matchup.<br />
|-<br />
| String ending in {{clr|5|2D}}: {{clr|5|2D}} > jc > IAD > FB Pogo > Pogo.44 > Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} || midscreen || Costs 25 || works on everyone || {{clr|3|Medium}} || Sideswitch option from {{clr|5|2D}} knockdown. Great for when you start a combo when cornered, or land a stray {{clr|5|2D}} counterpoke.<br />
|-<br />
| String ending in {{clr|5|2D}}: {{clr|5|2D}} > jc > FB Pogo > Pogo.{{clr|4|H}} || midscreen || Costs 25 || works on everyone || {{clr|2|Easy}} || Non-specific corner carry and knockdown option from a {{clr|5|2D}} knockdown. Good for bringing your opponent to the corner when you land {{clr|5|2D}} from a distance. This combo has been simplified to not drop, but you can often link Pogo.D (Item) followed by Pogo.{{clr|3|S}} depending on spacing/character. Lighter characters (Girls, Kliff and Bridget) can be rough to knockdown with Pogo.{{clr|3|S}} > Pogo.{{clr|4|H}} depending on spacing.<br />
|-<br />
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|1|5P}} > {{clr|5|2D}} > Item Toss || anywhere || Very Low || crouching, works on everyone (Except Zappa) || {{clr|4|Hard}} || Instant overhead/Overhead (Depends on your execution). Drill cancel can be a pretty demanding technique, and the damage/metergain is low without some kind of Item to confirm from. Mix with Drill Cancel ▷ {{clr|1|2P}} or {{clr|2|j.2K}} > whiff ▷ {{clr|1|2P}} to make it more ambiguous. Great when paired with Bomb.<br />
|-<br />
| Drill Cancel ~> {{clr|2|j.K}} ▷ {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > j.D || anywhere || Low || works on everyone || {{clr|5|Very Hard}} || Requires a very precisely timed "deep" FDC {{clr|2|j.2K}} into {{clr|2|j.K}} in order to be plus enough to link {{clr|3|c.S}}. Offers a more reliable j.D routing on smaller characters, and allows you to combo crouch-state Zappa. Not recommended unless you're suffering from FDC {{clr|2|j.2K}} brain-poison.<br />
|-<br />
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > pogo.{{clr|3|S}} > pogo.{{clr|4|H}} || corner || Low || works on most characters || {{clr|4|Hard}} || On crouching hit, {{clr|3|f.S}} will whiff on characters with short crouch states.<br />
|-<br />
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > RC ~> 66 > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || anywhere || Costs 50 || works on everyone || {{clr|4|Hard}} || See note from previous combo. Use the RC extension near the corner for more consistency if you want the extra damage or to guarantee a corner push.<br />
|-<br />
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} ~> RC ~ 66 > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} > pogo.{{clr|3|S}} > pogo.{{clr|4|H}} || corner || Costs 50 || See Combos 2 and 3 || {{clr|4|Hard}} || Pogo loop RC extension variant of above drill cancel combos.<br />
|-<br />
| Drill Cancel ~> {{clr|2|j.K}} > jc > {{clr|2|j.2K}} ▷ {{clr|1|5P}} > {{clr|5|2D}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || anywhere || Low || works on everyone || {{clr|4|Hard}} || Air combo can be replaced with {{clr|5|j.D}} air ender from combo 1.<br />
|-<br />
| {{clr|5|214D}} ▷ 66 ~> {{clr|2|5K}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} || Anywhere || Costs 25 || works on everyone || {{clr|3|Medium}} || Standard followup combo after reversal or abare FB Chop. Not all characters require the immediate microdash after landing, but it will make it more consistent across everyone.<br />
|-<br />
| {{clr|2|41236K}} ~ 4 ~ {{clr|5|236D}} ~ {{clr|5|236D}} > 4 ~> IAD ~> FB Pogo > Pogo.{{clr|4|H}} || Anywhere || Costs 50 || works on everyone || {{clr|3|Medium}} || Additional FB pogo followup after FB Explosion followup of scalpel pull. Great for extra damage and corner carry when you have extra meter.<br />
|-<br />
| {{clr|2|41236K}} ~ 4 ~ {{clr|5|236D}} ~ {{clr|5|236D}} > SB ~> 66 ~> {{clr|3|2S}} > JI > {{clr|2|5K}} > sjc > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || Anywhere || Costs 25 || works on everyone || {{clr|5|Very Hard}} || Example extension of FB explosion followup of scalpel pull when slashbacking the FB explosion. Jump install version used here to be used for additional damage.<br />
|-<br />
| {{clr|2|j.2K}} > {{clr|5|236D}} ▷ pogo.{{clr|1|P}}, pogo.{{clr|3|S}}, pogo.{{clr|4|H}} || Anywhere || Costs 25 || works on everyone || {{clr|1|Very Easy}} || Standard FB Pogo confirm from j.2K.<br />
|-<br />
| {{clr|4|214H}}, {{clr|1|5P}} > {{clr|3|2S}} > jc > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|5|j.D}} || Corner || Good || Everyone || {{clr|2|Easy}} || Standard followup after Mettagiri.<br />
|-<br />
| {{clr|5|5D}} > 8 > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|2|j.K}} > jc > {{clr|2|j.K}} > {{clr|1|j.P}} > {{clr|4|j.H}} || Anywhere || Good || Everyone except Chipp, inconsistent on Millia. || {{clr|1|Very Easy}} || Mostly universal dust combo. On Millia and Chipp, you will need to either slightly delay the initial {{clr|4|j.H}} or use {{clr|5|j.D}} instead for the first two attacks after {{clr|5|5D}}.<br />
|}<br />
<br />
==Combo Theory==<br />
===Basic Faust Theory (Grounded)===<br />
Compared to other characters, Faust typically exchanges higher damage without meter or items with being easy to do. You can get confirms off of basically anything, anywhere on screen. Generally speaking, there are three ways for Faust to route:<br />
* Confirm into Pogo<br />
* Launch the opponent into the air<br />
* Get a knockdown<br />
Most of his starters either do this right away, or only need one gatling to do it. While you can try to add some more hits in, it's usually better to set up pressure, knockdowns, and item tosses in order to keep the opponent pressured. For combos, you need to remember two things:<br />
* {{clr|4|5H}} (any single hit will do) and {{clr|4|2H}} will confirm Pogo on hit.<br />
* {{clr|5|2D}} can confirm {{clr|3|2S}} for air combos at closer ranges.<br />
From there it's a matter of figuring out which normals can confirm your 5H, 2H, or 2D. If the combo starter doesn't, it almost always has a gatling that will - for instance, {{clr|1|5P}} will not combo to 2D on normal hit, but combos into {{clr|3|2S}} which will reverse gatling to 2D and back to 2S for air pickup. You can take a look at the video below for a variety of examples (not necessarily optimal) of how Faust can navigate basically any opening move into a combo that suits his current needs:<br />
<br />
{{#ev:youtube|https://youtu.be/5BBCjGQBHVM|}}<br />
<br />
===Faust Infinite Combo (Corner Loops Involving S.Pogo and P.Pogo)===<br />
====What does it look like?====<br />
Robo and Ky: https://www.youtube.com/watch?v=NKhp5nPFMeI<br />
<br />
Testament: https://youtu.be/t1szOXcHzmQ<br />
<br />
Potemkin 25 bar Delay 2K/Meteor Setup: https://twitter.com/Koryuken/status/1401773376440524802<br />
<br />
Potemkin 25 bar Meteor/Mettagiri: https://twitter.com/Koryuken/status/1401292106736472068<br />
<br />
Potemkin (Expensive GMW Extension): https://twitter.com/Koryuken/status/1401312296580882432<br />
<br />
====Special Thanks====<br />
[https://twitter.com/hotta_masayoshi Hotta-san.]<br />
<br />
====Who it works on====<br />
Easy: Potemkin.<br />
<br />
Intermediate: Testament<br />
<br />
???: Anji, Axl, <br />
<br />
Hard[?]: Robo-Ky, Ky.<br />
<br />
====F*** Pot lol====<br />
It's really easy on Pot. :)<br />
<br />
====How it works====<br />
=====Some System Facts=====<br />
* More hits = More gravity/more pushback<br />
* More time = less hitstun/untech on air hits.<br />
* Victims bounce slightly on the ground when landing during a combo, this upsets S Flower launch height (This means there's a valid early timing, an invalid middle timing, and a valid late timing when launching with S.Flower to combo.)<br />
<br />
The idea is, you do enough hits to crank gravity scaling before untech scaling kicks in completely. After a certain point (Usually in the 34+ hit range), character gravity is too high, and they can no longer tech out of S.Flower, even at max untech scaling.<br />
<br />
You must outpace untech scaling with gravity scaling until you get to the point where the opponent can't tech at all. Everything before that point is kind of tricky, everything past that point is easy-peasy.<br />
<br />
====Starters====<br />
=====Overview=====<br />
Mettagiri on it's own, in the corner, can lead to the infinite, however there are a few situations that will make it easier.<br />
<br />
Comboing Mettagiri into meteors makes the infinite MUCH easier (All those sudden hits crank gravity sky-high), and Mettagiri with Meteor cover is a pretty solid setup to begin with.<br />
<br />
If you manage to combo into meteors and use it as a combo-extension, you can sometimes get enough ground hits to make the infinite work.<br />
<br />
There are situations where you can go into the loop via Going My Way > FRC > Forcebreak Pogo.<br />
<br />
Time is of the essence here. You need enough hits/gravity before untech scaling kicks in completely, or you can't loop S.Flower or P reliably any longer.<br />
<br />
====Timing and Manual Delays (Not as bad as you would think!)====<br />
[This section is currently under construction, uses notes from testing on Testament only. Be warned.]<br />
=====Opening String=====<br />
No delays!<br />
<br />
=====Love! > FB Pogo=====<br />
<br />
After jK > jD > Love!, you want Airdash > FB Pogo to connect after both hits of Love, to get the optimal amount of pushback. [Needs validation] (Ky? Roboky?)<br />
<br />
On some characters, this doesn't seem mandatory. [Needs validation]<br />
<br />
=====First Pogo P x2 #1=====<br />
Delayed just enough to knockdown.<br />
<br />
This will also space Faust correctly based on timing [Needs validation]<br />
<br />
Height of victim changes amount of pushback on P when it connects. Higher = More pushback. Roboky and Ky need max pushback. [Needs validation]<br />
<br />
You want S Flower followup to connect as soon as they touch the ground (Early timing). You shouldn't need to delay S Flower at all to make this happen.<br />
<br />
======F*** POTEMKIN NOTE======<br />
You don't have to delay Pogo Ps here. lol. Take that untech time.<br />
<br />
=====S Flowers #1=====<br />
No delay!<br />
<br />
At this point, you shouldn't need to delay subsequent S Flowers at all. They should all time themselves correctly.<br />
<br />
=====Pogo P x2 #2=====<br />
First Pogo P needs to be done with the victim as low as possible, then the max amount of delay you can manage on the following P.<br />
<br />
Like the first instance of Pogo P x2, you want S Flower followup to connect as soon as they touch the ground (Early timing). You shouldn't need to delay S Flower at all to make this happen.<br />
<br />
=====S Flowers #2=====<br />
No delay!<br />
<br />
=====Pogo P x2 #3=====<br />
This is the hardest point in the combo [Note: This is only a feeling. Love, Krack]. It might actually be a good idea to bail here with Going My Way.<br />
<br />
Like before, Pogo P needs to be done with the victim low as possible, and the 2nd P needs to be delayed as long as you can manage. This will keep the victim low enough to reach the ground without getting a chance to untech.<br />
<br />
Timing is strict here.<br />
<br />
=====S Flowers #3=====<br />
From here on, you can delay your S Flowers, and take your time. The late window for S Flower launch is much easier to hit, and gravity will be so high, that you might not have time to land the early window anyhow. [Please validate]<br />
<br />
=====Pogo P and Loops From This Point=====<br />
From here, you should only need one Pogo P to continue looping S Flower x3, however, S Flower x2 or even Pogo P x2 might be beneficial depending on spacing. <br />
<br />
Your goal is to keep the victim in the right range so that S Flower doesn't miss their OTG box.<br />
<br />
==Video Examples==<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Faust|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGACR/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=DNFD/Ghostblade&diff=295616DNFD/Ghostblade2022-07-05T17:28:12Z<p>Krackatoa: /* Ghost: Phantom Wind */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|sticky=bruh}}<br />
{{MFlag|stub}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = <br />
| lore = '''A Slayer that fights alongside the "Ghost"'''<br />
<br />
All Slayers resist the fate of their Ghost Hands in their own ways.<br />
<br />
However, they are unable to control their Ghost Hands when they go berserk in the end, thus leading to a tragic end.<BR><br />
However, some manage to escape this destiny by sharing their body; now neither dead nor alive, with their Ghost, leading to the coexistence of two souls.<br />
<br />
Characterized by their ashen bodies and Ghost Hands that glow an icy blue, it is said that their lifelessness makes it seem as if they are but a ghost wielding a sword.<br />
| summary = is classified as a '''''{{clr|#9569bc|Gimmicky}}''''' type. He has many strong poking moves and can send out his Ghost to attack independently. He is able to teleport to his ghost's position with {{MMC|input=623M|label=Ghost Retracer}}.<br />
| pros =<br />
* '''Neutral King:''' Every one of Ghostblade's attacks posses extraordinary range, many are disjointed, and a lot of them boast great speed despite their reach.<br />
* '''Ghost Presence:''' Ghostblade's MS Skills are amazing screen control options, such as {{clr|M|236M}} keeping them from safely being able to jump. {{MMC|input=5M|label=Ghost: Single Strike}} into Dyad: Soul Cross is also an amazing whiff punish tool.<br />
* '''Strong Okizeme:''' Ghostblade's combos almost always end in safejumps. These can be turned into setups with Ghost that lead to threatening strike/throw mixups.<br />
| cons = <br />
* '''Weak Defense:''' Ghostblade's reversal is not a DP and not invincible from the first frame. This combined with his low HP means he struggles on defense without resources to spend on Guard Cancel.<br />
* '''No Dedicated Anti-Air:''' Ghostblade does not have a grounded attack that hits directly above him, forcing him to commit to an air-to-air or simply not contest the opponent.<br />
* '''Fragile Ghost:''' The Ghost that is summoned with {{clr|M|214M}}, {{clr|M|236M}}, {{clr|M|j.M}}, and {{clr|M|5M}} can be killed in one strike, ending the rest of the move.<br />
* '''Meter Reliant:''' MS moves are a huge part of Ghostblade's gameplan, and without resources to use them, he loses several threatening options to set the pace of the match with.<br />
| difficulty_rating = <br />
| official_difficulty = <br />
|unique_mechanic1_name= Unique Mechanic: Ghost<br />
|unique_mechanic1=Each of Ghostblade's {{clr|M|MP}} Skills, with the exception of {{MMC|input=623M|label=Ghost Retracer}}, will summon their soulbound Ghost onto the battlefield and fight alongside them. The Ghost can strike independently of Ghostblade, and even cut down projectiles, but it can also be attacked, disappearing instantly if struck by any attack, without absorbing the hit in the process.<br />
<br />
By using {{MMC|input=623M|label=Ghost Retracer}}, Ghostblade can teleport to the exact location of the Ghost and end its current action. This allows Ghostblade to reposition extremely quickly by using the Ghost to set up positions.<br />
<br />
|unique_mechanic2_name= Awakening Effect: [[File:DNFD_Ghostblade_Awakening_Icon.png|40px]] Phantasmal Binity<br />
|unique_mechanic2= <div style="text-align: center"><br />
{{FrameDataNotes|DNFD|Awakening Overview}}<br />
<br />
Increases damage dealt to opponents by 10%.</div><br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5A</big>===<br />
{{DNFD_Move_Card<br />
|input=5A<br />
|description=<br />
At 8 frames this move isn't fast but goes very, very far. Despite the looks, no one can low profile this, making it very free to put into your pressure strings.<br />
* Confirm starter, combo routes should be adjusted to account for reduced untech times.<br />
* Quite minus but the delayable gatlings into literally any other move make it unfavorable to press buttons after.<br />
* Inconsistent anti air.<br />
}}<br />
<br />
===<big>5AA</big>===<br />
{{DNFD_Move_Card<br />
|input=5AA<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===<big>5B</big>===<br />
{{DNFD_Move_Card<br />
|input=5B<br />
|description=<br />
*Great poke, hits from roundstart. Will not combo into {{clr|2|2B}} at max range.<br />
<br />
*Combos into {{MMC|game=DNFD|chara=Ghostblade|input=5M|label={{clr|M|5MS}}}} on regular hit at any range, allowing for a full combo when doing the followup.<br />
<br />
}}<br />
<br />
===<big>2A</big>===<br />
{{DNFD_Move_Card<br />
|input=2A<br />
|description=<br />
Your low jab. 2A is only average in statup, losing to some characters' abare, but just like his 5A, the range is kind of absurd for a move with only 7 startup frames.<br />
* Quite disadvantageous, if unpunishable, and the good followup options make it hard to mash against.<br />
* Confirmable combo starter, but your routes sometimes need to be adjusted for the prorated untech times of later hits.<br />
}}<br />
<br />
===<big>2B</big>===<br />
{{DNFD_Move_Card<br />
|input=2B<br />
|description=<br />
*Average sweep, leads to a HKD on counterhit.<br />
*Combos into {{MMC|game=DNFD|chara=Ghostblade|input=4S|label={{clr|S|4S}}}} on air hit if the opponent is high enough. This is the main way Ghostblade would like to end combos for the HKD it gives.<br />
<br />
}}<br />
<br />
===<big>j.A</big>===<br />
{{DNFD_Move_Card<br />
|input=j.A<br />
|description=<br />
Quick horizontal slash. Great air-to-air and the closest thing Ghostblade has to an anti air. Chainable to {{clr|2|j.B}} which can lead into {{clr|3|j.S}} for a combo on air connect.<br />
}}<br />
<br />
===<big>j.B</big>===<br />
{{DNFD_Move_Card<br />
|input=j.B<br />
|description=<br />
Decent startup and range, the hitbox makes it your jump-in button. Also useful as an avenue from air-to-air {{clr|2|j.A}} to {{clr|3|j.S}}.<br />
*Hits some crouched characters when done rising. Make sure to do it outside of blockstun to avoid the anti-fuzzy protection.<br />
**Rising {{clr|2|j.B}} hits: Vanguard, Crusader, Launcher, Ghostblade, Hitman.<br />
*Hits standing opponents universally on the way up, which can make it useful as a throw tech bait.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Throw</big>===<br />
{{DNFD_Move_Card|<br />
|input=A+B<br />
|description=<br />
The crux of your mixup. Unlike most characters, Ghostblade doesn't really mind sending the opponent away with a midscreen throw, since he's still very powerful at that range. As for the corner, your best option after is {{clr|1|5A}} while inputting {{clr|2|5B}}, and holding block. This will whiff on several reversals and keep you safe, start pressure or a combo on mash, and even catch jump, while still having an option to pressure or punish the opponent for rolling.<br />
}}<br />
<br />
===<big>Guard Cancel</big>===<br />
{{DNFD_Move_Card|<br />
|input=6B+S<br />
|description=<br />
* Massive hitbox making it one of the best guard cancels in the game. <br />
* Ghostblade does not possess an invincible reversal which makes this move very important for him.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Ultimate Phantom Slash</big>===<br />
{{DNFD_Move_Card<br />
|input=5S<br />
|description=<br />
Slashes multiple times in a wide horizontal area around the Ghostblade.<br />
* Final hit launches opponent, which can be cancelled straight into {{clr|3|4S}} for combo extensions or a knockdown.<br />
* Can cancel into {{clr|4|MS}} or {{clr|3|S}} moves during any individual hit (not {{clr|3|2S}}). While unsafe on block, this threat can make opponents afraid to challenge it.<br />
* There is a window before the last hit to roll through it, but the freedom in cancelling the move makes it risky for the opponent to attempt this.<br />
}}<br />
<br />
===<big>Spectral Eradication</big>===<br />
{{DNFD_Move_Card<br />
|input=2S<br />
|description=<br />
A massive horizontal slash that reaches a little more than half the screen and crumples the opponent on counter hit, allowing for a full combo if you dash in afterwards regardless of the distance.<br />
* Good neutral tool but very punishable on whiff or roll.<br />
* +10 on regular hit, allowing for links up close.<br />
* Launches far on air connect but leads to a very advantageous knockdown in the corner.<br />
* Key combo tool in the corner, allowing for followups on air hit, including itself on high connect.<br />
}}<br />
<br />
===<big>Drive Slash</big>===<br />
{{DNFD_Move_Card<br />
|input=6S,6SS,6SSS<br />
|versioned=yes<br />
|description=<br />
A dashing Rekka that can only chain into subsequent strikes on hit.<br />
* Does not combo into {{clr|4|MS}} moves, but can combo into Awakening Skill.<br />
<br />
'''Drive Slash {{clr|3|6S}}'''<br />
* Can hit crossup at close to mid range, but this is negated by the guard button.<br />
*-13 on hit<br />
----<br />
'''2nd Slash {{clr|3|6SS}}'''<br />
*-13 on hit, just finish the rekka please.<br />
----<br />
'''3rd Slash {{clr|3|6SSS}}'''<br />
* Mainly used to combo into {{MMC|game=DNFD|chara=Ghostblade|input=AS|label=Phantasmal Slayer}}<br />
}}<br />
<br />
===<big>Soul Strike</big>===<br />
{{DNFD_Move_Card<br />
|input=4S<br />
|description=<br />
A massive downward slash. Combo tool and ender for easy safejumps with its hard knockdown. Cancelable into {{clr|4|MS}} moves to allow combo extensions or a safe pressure ender.<br />
* Options and routes depend on height.<br />
** At higher connects from {{clr|3|4S}}, can be followed with {{MMC|game=DNFD|chara=Ghostblade|input=236M|label={{clr|M|236MS}}}} , but {{MMC|game=DNFD|chara=Ghostblade|input=214M|label={{clr|M|214MS}}}}'s ability to hit OTG makes it a consistent followup.<br />
** At high hits the safejump needs to be delayed to be true, while in certain combos you can simply hold 9 to guarantee it.<br />
* 0 on block if cancelled into {{MMC|game=DNFD|chara=Ghostblade|input=623M|label={{clr|M|623MS}}}}, which can be combined with the threat of 5M to cheaply reset pressure or tick throw on an overly defensive opponent.<br />
}}<br />
<br />
===<big>Cross Slash</big>===<br />
{{DNFD_Move_Card<br />
|input=j.S<br />
|description=<br />
Downwards midair slash that halts air momentum. Launches on hit, allowing for a combo. Used during {{MMC|game=DNFD|chara=Ghostblade|input=214M|label={{clr|M|214MS}}}} loops to extend combos.<br />
* Can be cancelled into from air normals, which is very useful as Ghostblade relies on rising {{clr|1|j.A}} as his Anti-Air due to lacking a grounded one. This leads to a full combo on hit with {{clr|1|j.A}} > {{clr|2|j.B}} > {{clr|3|j.S}}.<br />
* Cancels into grounded {{clr|4|MS}} moves.<br />
* Advantageous on block, allowing pressure resets if the opponent is defensive enough.<br />
* Has 2 hits, but if done instantly after jumping only 1 hit connects, though comboing is still possible. This is useful to punish a throw tech attempt.<br />
}}<br />
<br />
==MP Special Moves==<br />
===<big>Ghost - Single Strike</big>===<br />
{{DNFD_Move_Card|game=DNFD|mp=yes<br />
|input=5M<br />
|description=<br />
Sends the ghost fullscreen as a projectile. Can be followed up by Dyad: Soul Cross.<br />
* Good neutral tool, fast enough to whiff punish some moves on reaction at full screen.<br />
* A frame trap from pressure tools. The only move it is a true blockstring from is {{MMC|game=DNFD|chara=Ghostblade|input=4S|label={{clr|S|4S}}}}, which itself has no true strings into.<br />
* Can cancel into {{MMC|game=DNFD|chara=Ghostblade|input=623M|label={{clr|M|623M}}}}, which leads to a grounded combo on hit and is safe on block and will sideswitch if close enough. At max range this is + on block, allowing a {{MMC|game=DNFD|chara=Ghostblade|input=5A|label={{clr|A|5A}}}} to beat any non invincible button they try.<br />
}}<br />
<br />
===<big>Dyad: Soul Cross</big>===<br />
{{DNFD_Move_Card|game=DNFD|mp=yes<br />
|input=5M~5M<br />
|description=<br />
The Ghostblade very quickly rushes to the Ghost's destination, where they both attack the enemy simultaneously.<br />
* Only usable after Ghost: Single Strike. <br />
* Very unsafe on block.<br />
* If opponents start acting immediately after {{clr|M|5M}}, this is a risky but rewarding way to abuse that habit.<br />
* Ghostblade can confirm if {{clr|M|5M}} hits and use this move on reaction for a full combo from very far away.<br />
}}<br />
<br />
===<big>Ghost Retracer</big>===<br />
{{DNFD_Move_Card|game=DNFD|mp=yes<br />
|input=623M,2M<br />
|description=<br />
Teleports the Ghostblade a set distance forwards. Despite sharing an input commonly reserved for invincible reversals, the move has very little invincibility and it is not in the early frames. This makes Ghostblade reliant on his {{MMC|game=DNFD|chara=Ghostblade|input=6B+S|label=Guard Cancel}} more than other characters.<br />
*If a Ghost is active from other {{clr|4|MS}} moves, teleports the Ghostblade to the Ghost's current location, even if its mid-air during {{MMC|game=DNFD|chara=Ghostblade|input=236M|label={{clr|M|236MS}}}}.<br />
* Less punishable than Roll, making it an corner escape tool if used properly.<br />
* Useful when baiting guard cancels, as all but {{Character_Label|DNFD|Inquisitor}}'s will whiff completely if Retracer is done in time.<br />
}}<br />
<br />
===<big>Ghost: Sky Slash</big>===<br />
{{DNFD_Move_Card|game=DNFD|mp=yes<br />
|input=236M,6M<br />
|description=<br />
Launches the Ghost forward into the air at roughly a 30 degrees angle, then returns on the same path back to the Ghostblade. Strikes once on launch and once on return.<br />
You can time a throw between both hits for a mixup.<br />
}}<br />
<br />
===<big>Ghost: Phantom Wind</big>===<br />
{{DNFD_Move_Card|game=DNFD|mp=yes<br />
|input=214M,4M<br />
|description=<br />
Summons the Ghost to move forward and attack with 3 greatly staggered slashes. The Ghostblade can move and attack freely while the Ghost is out.<br />
* Can OTG the opponent, launching them back into the air for extended combos. This is the cornerstone of Ghostblade's combos.<br />
* There is a gap between each hit where you can throw the opponent, and since this move catches jumping they are forced to tech your throw, which you can bait with rising {{clr|2|j.B}} or anything that avoids the throw. Given how difficult it is to use the Block button and Throw Break in tandem, there is potentially a crossup setup per hit if they're trying to hedge against throw attempts with a late throw break.<br />
* The last hit of this has so much Unconscious that it can be considered untechable, even when it's extremely late into a combo.<br />
}}<br />
<br />
===<big>Ghost: Targeted Hit</big>===<br />
{{DNFD_Move_Card|game=DNFD|mp=yes<br />
|input=j.M<br />
|description=<br />
Summons the ghost after a delay, dealing a falling strike followed by an uppercut slash. Can hit OTG.<br />
* Using it halts all air momentum and it also lets Ghostblade attack almost imediately after, which can help bait more committal anti-airs that whiff above a certain height.<br />
* Can be cancelled into from {{clr|1|j.A}} and {{clr|2|j.B}} which allows for repeated, if reactable, overheads to check the opponent's defense.<br />
* Rising counter hit {{clr|2|j.B}} actually combos into itself and a full combo, if you cancel it into this and then use {{clr|2|j.B}} again immediately after. This is useful as a throw tech punish.<br />
* Can be used for an impromptu safejump and knowledge check overhead with {{clr|1|j.A}} if done at low height.<br />
}}<br />
<br />
==Awakening Skill==<br />
===<big>Phantasmal Slayer</big>===<br />
{{DNFD_Move_Card<br />
|input=AS<br />
|conditions=during Awakened state<br />
|description=<br />
Ghostblade's Awakening Skill. Good range, little below half screen, and has a surprising vertical hitbox for combos. Most commonly will be seen after {{MMC|game=DNFD|chara=Ghostblade|input=6SSS|label=Drive Slash}}'s 3rd hit and OTG or airhit {{MMC|game=DNFD|chara=Ghostblade|input=4S|label={{clr|S|4S}}}}.<br />
}}<br />
<br />
==Colors==<br />
{{DNFDColors<br />
|reference3=B-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]<br />
|reference4=C-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]<br />
|reference5=D-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|DNFD|Ghostblade|32px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:DNFD/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=286518GGST/Faust/Matchups2022-06-20T07:20:29Z<p>Krackatoa: /* {{Character Label|GGST|Axl Low|label=Axl Low}} */</p>
<hr />
<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
<br />
=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Dealing with Fafnir===<br />
You may crawl under Fafnir on reaction. This is generally the go-to, high reward answer. However, in situations where you want to swing preemptively at Sol's approach, you may find yourself hedging against other options as well if you swing 2H or far.S.<br />
<br />
====Upon Blocking Fafnir====<br />
It's very plus, so consider Sol "in" once you block it. It creates a Guard Crush situation, so respect his pressure, and remember to FD the Fafnir to deny him a tight dash up grab.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
===Overview===<br />
May may seem like her approach is oppressive, but playing reactively and low-commit in neutral can confer strong rewards. Making sure you have anti-air 6P ready to go can net you strong rewards, and Faust has decent options to hedge against Totsugeki.<br />
<br />
===Reactable Answers and Punishment===<br />
Options you can whiff punish or answer on reaction, options in (brackets), ordered by ease: <br />
* 3K (far.S/2H/5HH)<br />
* 5H (far.S/2H)<br />
* 6H (far.S/2H)<br />
* Beachball (K.Crow PRC, dash up far.S/2H)<br />
* 6P (far.S/2H)<br />
* far.S (far.S/2H)<br />
* Whiffed S.Up Dolphin (5P>6P, 5K)<br />
<br />
===Dealing with Up Dolphin (What's Up Dolphin???)===<br />
Against S.Up Dolphin: just blocking, crouching or moving to upset Up Dolphin is enough to grant you a decent answer. <br />
<br />
Against H.Up Dolphin: If it's passing overhead, moving out of the way can be great. If it's whiffing in front, you may swing or go for punishment with 5K.<br />
<br />
====After Blocking Up Dolphin from the front====<br />
Blocking Up Dolphin from the front doesn't confer notable frame advantage, so feel free to challenge May afterwards with 5P, 2P or 5K.<br />
<br />
====Blocking H.Up Dolphin with May Overhead====<br />
=====Summary=====<br />
* FD initially to upset spacing on potential falling normals.<br />
* Afterwards, play reactively to anti-air (2K vs. airdash, 6P vs. doublejump)<br />
* Should May try for something after falling, you may be able to buffer a 5P on reaction to her falling, which should challenge fall > command grab handily.<br />
<br />
=====Breakdown=====<br />
H.Dolphin leaves May at advantage, but airborne. S.Dolphin leaves May at 0, but airborne. <br />
<br />
Using FD against the potential falling jump normal will upset spacing, and may encourage May to use her air options to create a more advantageous situation instead. Her airdash and double jump from this situation seem weak to reactive anti-airs.<br />
<br />
===Summary of Dealing with Totsugeki 🐬🐬🐬===<br />
* Represent 2P after blocking S.Totsugeki.<br />
* Practice buffering 6P on reaction to both Totsugeki's (S will be blocked).<br />
* Buffer prediction 5K and 2P in neutral as a nice hedge against either Totsugeki. Most buttons with will handily, but you may not want to play into May's other options.<br />
* If you commit to grounded defense during pressure, you will gain opportunities to challenge Totsugeki.<br />
* If you block a Charged 6H, you must block H.Totsugeki.<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Pressure===<br />
====Challenging both Totsugeki on Reaction (Difficult)====<br />
Due to H.Totsugeki's long-winded startup, and S.Totsugeki's very fast startup, it is possible to press 6P, 5P or 5K on reaction to seeing a Dolphin, and only have it come out in time versus H.Totsugeki (S.Totsugeki is too fast, and will be blocked).<br />
<br />
In order of ease, 6P is easiest and 5K is the most difficult (But most rewarding)<br />
<br />
Done cleanly, this allows you to play reactively to net yourself an escape, with the only guaranteed way for May to force a safe H.Totsugeki being Charged 6H, which comes with its own counterplay.<br />
<br />
====After Blocking S.Totsugeki====<br />
May is left at -5 at a distance. <br />
<br />
Representing 2P in this situation stops May from jumping, but doesn't net you much. If May decides to backdash here, 2P allows you to still challenge whatever she decides to followup with. <br />
<br />
If she does backdash, representing 5K will lead to great damage if she decides to Totsugeki back in. You can represent high-reward CH options like 5H, but they're best converted on CH with bar, and are reaction punishable, unlike the 5K.<br />
<br />
2P in this situation forces May to slow down and block after S.Totsu, or backdash, both a better situation. You can also wait to bait out her attempts to get back in in this situation.<br />
<br />
If you do manage to IB S.Totsu, you get a guaranteed 5P>6P punish.<br />
<br />
====Totsugeki from 6H====<br />
Fully-charged 6H not only cranks RISC, but allows for a guaranteed H.Totsugeki on block.<br />
<br />
Airblocking either c.S or uncharged 6H from May will lead to a guaranteed H.Totsugeki on block, keeping her at advantage. You will need to remain grounded in order to net yourself an escape, but this naturally plays into command grab.<br />
<br />
=====Challenging Charged 6H=====<br />
Saving Burst for this situation is important, but you may have to challenge eventually. It's generally better to swing against May with faster options, such as 2P, 5K and 5P, just to make it harder for her to snipe your response.<br />
<br />
If you are trapped by uncharged 6H here, you will die without Burst (And even then, you will potentially lose a lot of life to Burst-safe routes)<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Neutral===<br />
====Predictive Answers to Totsugeki====<br />
Most of Faust's buttons in neutral will snipe a Totsugeki outright if she runs into it. <br />
<br />
====Reactive Answers to Totsugeki====<br />
Reaction 6P remains a strong answer if May is in footsies, but from further out, can be baited by Unheld/Held Totsugeki shenanigans. See below for more answers.<br />
<br />
====Dealing with Unheld/Held Totsugeki====<br />
Because Totsugeki travel distance is controllable, you can time a normal to whiff punish a Totsugeki while blocking one that is held for longer.<br />
<br />
This is best done with 5P, and is generally an answer to situations where you fail to react in time to hit H.Totsugeki out of startup.<br />
<br />
If the H.Totsugeki is being used this way from too far out 5K becomes very strong, as it cannot be whiff-punished if May cuts the Dolphin short.<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Dealing with Rainwater===<br />
This attack will leave a gap outside of meaty situations. Done in a blockstring, the callout for it is a low j2K over the active frames, preferably followed up with 66RC to convert.<br />
<br />
===Dealing with Snail===<br />
-24 on block, you can punish with dash far.S>2H, Scarecrow PRC Snip or Raw Super.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Zato|label=Zato}}==<br />
===Dealing with Eddie===<br />
??? I dunno feed him nuggies or something.<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
===Dealing with Wakeup Parry===<br />
Do a lot of delayed c.S on their wakeup. If you have 50 bar, Snip is quite nice because you can bail from a failed attempt with PRC, and if your timing is correct, you can Kara-cancel the Snip into Super should Baiken wakeup with 236236S.<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=286516GGST/Faust/Matchups2022-06-20T07:03:48Z<p>Krackatoa: /* {{Character Label|GGST|I-No|label=I-No}} */</p>
<hr />
<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
<br />
=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Dealing with Fafnir===<br />
You may crawl under Fafnir on reaction. This is generally the go-to, high reward answer. However, in situations where you want to swing preemptively at Sol's approach, you may find yourself hedging against other options as well if you swing 2H or far.S.<br />
<br />
====Upon Blocking Fafnir====<br />
It's very plus, so consider Sol "in" once you block it. It creates a Guard Crush situation, so respect his pressure, and remember to FD the Fafnir to deny him a tight dash up grab.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
===Overview===<br />
May may seem like her approach is oppressive, but playing reactively and low-commit in neutral can confer strong rewards. Making sure you have anti-air 6P ready to go can net you strong rewards, and Faust has decent options to hedge against Totsugeki.<br />
<br />
===Reactable Answers and Punishment===<br />
Options you can whiff punish or answer on reaction, options in (brackets), ordered by ease: <br />
* 3K (far.S/2H/5HH)<br />
* 5H (far.S/2H)<br />
* 6H (far.S/2H)<br />
* Beachball (K.Crow PRC, dash up far.S/2H)<br />
* 6P (far.S/2H)<br />
* far.S (far.S/2H)<br />
* Whiffed S.Up Dolphin (5P>6P, 5K)<br />
<br />
===Dealing with Up Dolphin (What's Up Dolphin???)===<br />
Against S.Up Dolphin: just blocking, crouching or moving to upset Up Dolphin is enough to grant you a decent answer. <br />
<br />
Against H.Up Dolphin: If it's passing overhead, moving out of the way can be great. If it's whiffing in front, you may swing or go for punishment with 5K.<br />
<br />
====After Blocking Up Dolphin from the front====<br />
Blocking Up Dolphin from the front doesn't confer notable frame advantage, so feel free to challenge May afterwards with 5P, 2P or 5K.<br />
<br />
====Blocking H.Up Dolphin with May Overhead====<br />
=====Summary=====<br />
* FD initially to upset spacing on potential falling normals.<br />
* Afterwards, play reactively to anti-air (2K vs. airdash, 6P vs. doublejump)<br />
* Should May try for something after falling, you may be able to buffer a 5P on reaction to her falling, which should challenge fall > command grab handily.<br />
<br />
=====Breakdown=====<br />
H.Dolphin leaves May at advantage, but airborne. S.Dolphin leaves May at 0, but airborne. <br />
<br />
Using FD against the potential falling jump normal will upset spacing, and may encourage May to use her air options to create a more advantageous situation instead. Her airdash and double jump from this situation seem weak to reactive anti-airs.<br />
<br />
===Summary of Dealing with Totsugeki 🐬🐬🐬===<br />
* Represent 2P after blocking S.Totsugeki.<br />
* Practice buffering 6P on reaction to both Totsugeki's (S will be blocked).<br />
* Buffer prediction 5K and 2P in neutral as a nice hedge against either Totsugeki. Most buttons with will handily, but you may not want to play into May's other options.<br />
* If you commit to grounded defense during pressure, you will gain opportunities to challenge Totsugeki.<br />
* If you block a Charged 6H, you must block H.Totsugeki.<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Pressure===<br />
====Challenging both Totsugeki on Reaction (Difficult)====<br />
Due to H.Totsugeki's long-winded startup, and S.Totsugeki's very fast startup, it is possible to press 6P, 5P or 5K on reaction to seeing a Dolphin, and only have it come out in time versus H.Totsugeki (S.Totsugeki is too fast, and will be blocked).<br />
<br />
In order of ease, 6P is easiest and 5K is the most difficult (But most rewarding)<br />
<br />
Done cleanly, this allows you to play reactively to net yourself an escape, with the only guaranteed way for May to force a safe H.Totsugeki being Charged 6H, which comes with its own counterplay.<br />
<br />
====After Blocking S.Totsugeki====<br />
May is left at -5 at a distance. <br />
<br />
Representing 2P in this situation stops May from jumping, but doesn't net you much. If May decides to backdash here, 2P allows you to still challenge whatever she decides to followup with. <br />
<br />
If she does backdash, representing 5K will lead to great damage if she decides to Totsugeki back in. You can represent high-reward CH options like 5H, but they're best converted on CH with bar, and are reaction punishable, unlike the 5K.<br />
<br />
2P in this situation forces May to slow down and block after S.Totsu, or backdash, both a better situation. You can also wait to bait out her attempts to get back in in this situation.<br />
<br />
If you do manage to IB S.Totsu, you get a guaranteed 5P>6P punish.<br />
<br />
====Totsugeki from 6H====<br />
Fully-charged 6H not only cranks RISC, but allows for a guaranteed H.Totsugeki on block.<br />
<br />
Airblocking either c.S or uncharged 6H from May will lead to a guaranteed H.Totsugeki on block, keeping her at advantage. You will need to remain grounded in order to net yourself an escape, but this naturally plays into command grab.<br />
<br />
=====Challenging Charged 6H=====<br />
Saving Burst for this situation is important, but you may have to challenge eventually. It's generally better to swing against May with faster options, such as 2P, 5K and 5P, just to make it harder for her to snipe your response.<br />
<br />
If you are trapped by uncharged 6H here, you will die without Burst (And even then, you will potentially lose a lot of life to Burst-safe routes)<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Neutral===<br />
====Predictive Answers to Totsugeki====<br />
Most of Faust's buttons in neutral will snipe a Totsugeki outright if she runs into it. <br />
<br />
====Reactive Answers to Totsugeki====<br />
Reaction 6P remains a strong answer if May is in footsies, but from further out, can be baited by Unheld/Held Totsugeki shenanigans. See below for more answers.<br />
<br />
====Dealing with Unheld/Held Totsugeki====<br />
Because Totsugeki travel distance is controllable, you can time a normal to whiff punish a Totsugeki while blocking one that is held for longer.<br />
<br />
This is best done with 5P, and is generally an answer to situations where you fail to react in time to hit H.Totsugeki out of startup.<br />
<br />
If the H.Totsugeki is being used this way from too far out 5K becomes very strong, as it cannot be whiff-punished if May cuts the Dolphin short.<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Zato|label=Zato}}==<br />
===Dealing with Eddie===<br />
??? I dunno feed him nuggies or something.<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
===Dealing with Wakeup Parry===<br />
Do a lot of delayed c.S on their wakeup. If you have 50 bar, Snip is quite nice because you can bail from a failed attempt with PRC, and if your timing is correct, you can Kara-cancel the Snip into Super should Baiken wakeup with 236236S.<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=286512GGST/Faust/Matchups2022-06-20T06:43:50Z<p>Krackatoa: /* {{Character Label|GGST|Baiken|label=Baiken}} */</p>
<hr />
<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
<br />
=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Dealing with Fafnir===<br />
You may crawl under Fafnir on reaction. This is generally the go-to, high reward answer. However, in situations where you want to swing preemptively at Sol's approach, you may find yourself hedging against other options as well if you swing 2H or far.S.<br />
<br />
====Upon Blocking Fafnir====<br />
It's very plus, so consider Sol "in" once you block it. It creates a Guard Crush situation, so respect his pressure, and remember to FD the Fafnir to deny him a tight dash up grab.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
===Overview===<br />
May may seem like her approach is oppressive, but playing reactively and low-commit in neutral can confer strong rewards. Making sure you have anti-air 6P ready to go can net you strong rewards, and Faust has decent options to hedge against Totsugeki.<br />
<br />
===Reactable Answers and Punishment===<br />
Options you can whiff punish or answer on reaction, options in (brackets), ordered by ease: <br />
* 3K (far.S/2H/5HH)<br />
* 5H (far.S/2H)<br />
* 6H (far.S/2H)<br />
* Beachball (K.Crow PRC, dash up far.S/2H)<br />
* 6P (far.S/2H)<br />
* far.S (far.S/2H)<br />
* Whiffed S.Up Dolphin (5P>6P, 5K)<br />
<br />
===Dealing with Up Dolphin (What's Up Dolphin???)===<br />
Against S.Up Dolphin: just blocking, crouching or moving to upset Up Dolphin is enough to grant you a decent answer. <br />
<br />
Against H.Up Dolphin: If it's passing overhead, moving out of the way can be great. If it's whiffing in front, you may swing or go for punishment with 5K.<br />
<br />
====After Blocking Up Dolphin from the front====<br />
Blocking Up Dolphin from the front doesn't confer notable frame advantage, so feel free to challenge May afterwards with 5P, 2P or 5K.<br />
<br />
====Blocking H.Up Dolphin with May Overhead====<br />
=====Summary=====<br />
* FD initially to upset spacing on potential falling normals.<br />
* Afterwards, play reactively to anti-air (2K vs. airdash, 6P vs. doublejump)<br />
* Should May try for something after falling, you may be able to buffer a 5P on reaction to her falling, which should challenge fall > command grab handily.<br />
<br />
=====Breakdown=====<br />
H.Dolphin leaves May at advantage, but airborne. S.Dolphin leaves May at 0, but airborne. <br />
<br />
Using FD against the potential falling jump normal will upset spacing, and may encourage May to use her air options to create a more advantageous situation instead. Her airdash and double jump from this situation seem weak to reactive anti-airs.<br />
<br />
===Summary of Dealing with Totsugeki 🐬🐬🐬===<br />
* Represent 2P after blocking S.Totsugeki.<br />
* Practice buffering 6P on reaction to both Totsugeki's (S will be blocked).<br />
* Buffer prediction 5K and 2P in neutral as a nice hedge against either Totsugeki. Most buttons with will handily, but you may not want to play into May's other options.<br />
* If you commit to grounded defense during pressure, you will gain opportunities to challenge Totsugeki.<br />
* If you block a Charged 6H, you must block H.Totsugeki.<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Pressure===<br />
====Challenging both Totsugeki on Reaction (Difficult)====<br />
Due to H.Totsugeki's long-winded startup, and S.Totsugeki's very fast startup, it is possible to press 6P, 5P or 5K on reaction to seeing a Dolphin, and only have it come out in time versus H.Totsugeki (S.Totsugeki is too fast, and will be blocked).<br />
<br />
In order of ease, 6P is easiest and 5K is the most difficult (But most rewarding)<br />
<br />
Done cleanly, this allows you to play reactively to net yourself an escape, with the only guaranteed way for May to force a safe H.Totsugeki being Charged 6H, which comes with its own counterplay.<br />
<br />
====After Blocking S.Totsugeki====<br />
May is left at -5 at a distance. <br />
<br />
Representing 2P in this situation stops May from jumping, but doesn't net you much. If May decides to backdash here, 2P allows you to still challenge whatever she decides to followup with. <br />
<br />
If she does backdash, representing 5K will lead to great damage if she decides to Totsugeki back in. You can represent high-reward CH options like 5H, but they're best converted on CH with bar, and are reaction punishable, unlike the 5K.<br />
<br />
2P in this situation forces May to slow down and block after S.Totsu, or backdash, both a better situation. You can also wait to bait out her attempts to get back in in this situation.<br />
<br />
If you do manage to IB S.Totsu, you get a guaranteed 5P>6P punish.<br />
<br />
====Totsugeki from 6H====<br />
Fully-charged 6H not only cranks RISC, but allows for a guaranteed H.Totsugeki on block.<br />
<br />
Airblocking either c.S or uncharged 6H from May will lead to a guaranteed H.Totsugeki on block, keeping her at advantage. You will need to remain grounded in order to net yourself an escape, but this naturally plays into command grab.<br />
<br />
=====Challenging Charged 6H=====<br />
Saving Burst for this situation is important, but you may have to challenge eventually. It's generally better to swing against May with faster options, such as 2P, 5K and 5P, just to make it harder for her to snipe your response.<br />
<br />
If you are trapped by uncharged 6H here, you will die without Burst (And even then, you will potentially lose a lot of life to Burst-safe routes)<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Neutral===<br />
====Predictive Answers to Totsugeki====<br />
Most of Faust's buttons in neutral will snipe a Totsugeki outright if she runs into it. <br />
<br />
====Reactive Answers to Totsugeki====<br />
Reaction 6P remains a strong answer if May is in footsies, but from further out, can be baited by Unheld/Held Totsugeki shenanigans. See below for more answers.<br />
<br />
====Dealing with Unheld/Held Totsugeki====<br />
Because Totsugeki travel distance is controllable, you can time a normal to whiff punish a Totsugeki while blocking one that is held for longer.<br />
<br />
This is best done with 5P, and is generally an answer to situations where you fail to react in time to hit H.Totsugeki out of startup.<br />
<br />
If the H.Totsugeki is being used this way from too far out 5K becomes very strong, as it cannot be whiff-punished if May cuts the Dolphin short.<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
===Dealing with Wakeup Parry===<br />
Do a lot of delayed c.S on their wakeup. If you have 50 bar, Snip is quite nice because you can bail from a failed attempt with PRC, and if your timing is correct, you can Kara-cancel the Snip into Super should Baiken wakeup with 236236S.<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=286511GGST/Faust/Matchups2022-06-20T06:39:18Z<p>Krackatoa: /* {{Character Label|GGST|May|label=May}} */</p>
<hr />
<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
<br />
=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Dealing with Fafnir===<br />
You may crawl under Fafnir on reaction. This is generally the go-to, high reward answer. However, in situations where you want to swing preemptively at Sol's approach, you may find yourself hedging against other options as well if you swing 2H or far.S.<br />
<br />
====Upon Blocking Fafnir====<br />
It's very plus, so consider Sol "in" once you block it. It creates a Guard Crush situation, so respect his pressure, and remember to FD the Fafnir to deny him a tight dash up grab.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
===Overview===<br />
May may seem like her approach is oppressive, but playing reactively and low-commit in neutral can confer strong rewards. Making sure you have anti-air 6P ready to go can net you strong rewards, and Faust has decent options to hedge against Totsugeki.<br />
<br />
===Reactable Answers and Punishment===<br />
Options you can whiff punish or answer on reaction, options in (brackets), ordered by ease: <br />
* 3K (far.S/2H/5HH)<br />
* 5H (far.S/2H)<br />
* 6H (far.S/2H)<br />
* Beachball (K.Crow PRC, dash up far.S/2H)<br />
* 6P (far.S/2H)<br />
* far.S (far.S/2H)<br />
* Whiffed S.Up Dolphin (5P>6P, 5K)<br />
<br />
===Dealing with Up Dolphin (What's Up Dolphin???)===<br />
Against S.Up Dolphin: just blocking, crouching or moving to upset Up Dolphin is enough to grant you a decent answer. <br />
<br />
Against H.Up Dolphin: If it's passing overhead, moving out of the way can be great. If it's whiffing in front, you may swing or go for punishment with 5K.<br />
<br />
====After Blocking Up Dolphin from the front====<br />
Blocking Up Dolphin from the front doesn't confer notable frame advantage, so feel free to challenge May afterwards with 5P, 2P or 5K.<br />
<br />
====Blocking H.Up Dolphin with May Overhead====<br />
=====Summary=====<br />
* FD initially to upset spacing on potential falling normals.<br />
* Afterwards, play reactively to anti-air (2K vs. airdash, 6P vs. doublejump)<br />
* Should May try for something after falling, you may be able to buffer a 5P on reaction to her falling, which should challenge fall > command grab handily.<br />
<br />
=====Breakdown=====<br />
H.Dolphin leaves May at advantage, but airborne. S.Dolphin leaves May at 0, but airborne. <br />
<br />
Using FD against the potential falling jump normal will upset spacing, and may encourage May to use her air options to create a more advantageous situation instead. Her airdash and double jump from this situation seem weak to reactive anti-airs.<br />
<br />
===Summary of Dealing with Totsugeki 🐬🐬🐬===<br />
* Represent 2P after blocking S.Totsugeki.<br />
* Practice buffering 6P on reaction to both Totsugeki's (S will be blocked).<br />
* Buffer prediction 5K and 2P in neutral as a nice hedge against either Totsugeki. Most buttons with will handily, but you may not want to play into May's other options.<br />
* If you commit to grounded defense during pressure, you will gain opportunities to challenge Totsugeki.<br />
* If you block a Charged 6H, you must block H.Totsugeki.<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Pressure===<br />
====Challenging both Totsugeki on Reaction (Difficult)====<br />
Due to H.Totsugeki's long-winded startup, and S.Totsugeki's very fast startup, it is possible to press 6P, 5P or 5K on reaction to seeing a Dolphin, and only have it come out in time versus H.Totsugeki (S.Totsugeki is too fast, and will be blocked).<br />
<br />
In order of ease, 6P is easiest and 5K is the most difficult (But most rewarding)<br />
<br />
Done cleanly, this allows you to play reactively to net yourself an escape, with the only guaranteed way for May to force a safe H.Totsugeki being Charged 6H, which comes with its own counterplay.<br />
<br />
====After Blocking S.Totsugeki====<br />
May is left at -5 at a distance. <br />
<br />
Representing 2P in this situation stops May from jumping, but doesn't net you much. If May decides to backdash here, 2P allows you to still challenge whatever she decides to followup with. <br />
<br />
If she does backdash, representing 5K will lead to great damage if she decides to Totsugeki back in. You can represent high-reward CH options like 5H, but they're best converted on CH with bar, and are reaction punishable, unlike the 5K.<br />
<br />
2P in this situation forces May to slow down and block after S.Totsu, or backdash, both a better situation. You can also wait to bait out her attempts to get back in in this situation.<br />
<br />
If you do manage to IB S.Totsu, you get a guaranteed 5P>6P punish.<br />
<br />
====Totsugeki from 6H====<br />
Fully-charged 6H not only cranks RISC, but allows for a guaranteed H.Totsugeki on block.<br />
<br />
Airblocking either c.S or uncharged 6H from May will lead to a guaranteed H.Totsugeki on block, keeping her at advantage. You will need to remain grounded in order to net yourself an escape, but this naturally plays into command grab.<br />
<br />
=====Challenging Charged 6H=====<br />
Saving Burst for this situation is important, but you may have to challenge eventually. It's generally better to swing against May with faster options, such as 2P, 5K and 5P, just to make it harder for her to snipe your response.<br />
<br />
If you are trapped by uncharged 6H here, you will die without Burst (And even then, you will potentially lose a lot of life to Burst-safe routes)<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Neutral===<br />
====Predictive Answers to Totsugeki====<br />
Most of Faust's buttons in neutral will snipe a Totsugeki outright if she runs into it. <br />
<br />
====Reactive Answers to Totsugeki====<br />
Reaction 6P remains a strong answer if May is in footsies, but from further out, can be baited by Unheld/Held Totsugeki shenanigans. See below for more answers.<br />
<br />
====Dealing with Unheld/Held Totsugeki====<br />
Because Totsugeki travel distance is controllable, you can time a normal to whiff punish a Totsugeki while blocking one that is held for longer.<br />
<br />
This is best done with 5P, and is generally an answer to situations where you fail to react in time to hit H.Totsugeki out of startup.<br />
<br />
If the H.Totsugeki is being used this way from too far out 5K becomes very strong, as it cannot be whiff-punished if May cuts the Dolphin short.<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=286510GGST/Faust/Matchups2022-06-20T06:31:38Z<p>Krackatoa: /* {{Character Label|GGST|May|label=May}} */</p>
<hr />
<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
<br />
=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Dealing with Fafnir===<br />
You may crawl under Fafnir on reaction. This is generally the go-to, high reward answer. However, in situations where you want to swing preemptively at Sol's approach, you may find yourself hedging against other options as well if you swing 2H or far.S.<br />
<br />
====Upon Blocking Fafnir====<br />
It's very plus, so consider Sol "in" once you block it. It creates a Guard Crush situation, so respect his pressure, and remember to FD the Fafnir to deny him a tight dash up grab.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
<br />
===Reactable Answers and Punishment===<br />
Options you can whiff punish or answer on reaction, options in (brackets), ordered by ease: <br />
* 3K (far.S/2H/5HH)<br />
* 5H (far.S/2H)<br />
* 6H (far.S/2H)<br />
* Beachball (K.Crow PRC, dash up far.S/2H)<br />
* 6P (far.S/2H)<br />
* far.S (far.S/2H)<br />
* Whiffed S.Up Dolphin (5P>6P, 5K)<br />
<br />
<br />
===Dealing with Up Dolphin (What's Up Dolphin???)===<br />
Against S.Up Dolphin: just blocking, crouching or moving to upset Up Dolphin is enough to grant you a decent answer. <br />
<br />
Against H.Up Dolphin: If it's passing overhead, moving out of the way can be great. If it's whiffing in front, you may swing or go for punishment with 5K.<br />
<br />
====After Blocking Up Dolphin from the front====<br />
Blocking Up Dolphin from the front doesn't confer notable frame advantage, so feel free to challenge May afterwards with 5P, 2P or 5K.<br />
<br />
====Blocking H.Up Dolphin with May Overhead====<br />
=====Summary=====<br />
* FD initially to upset spacing on potential falling normals.<br />
* Afterwards, play reactively to anti-air (2K vs. airdash, 6P vs. doublejump)<br />
* Should May try for something after falling, you may be able to buffer a 5P on reaction to her falling, which should challenge fall > command grab handily.<br />
<br />
=====Breakdown=====<br />
H.Dolphin leaves May at advantage, but airborne. S.Dolphin leaves May at 0, but airborne. <br />
<br />
Using FD against the potential falling jump normal will upset spacing, and may encourage May to use her air options to create a more advantageous situation instead. Her airdash and double jump from this situation seem weak to reactive anti-airs.<br />
<br />
===Summary of Dealing with Totsugeki 🐬🐬🐬===<br />
* Represent 2P after blocking S.Totsugeki.<br />
* Practice buffering 6P on reaction to both Totsugeki's (S will be blocked).<br />
* Buffer prediction 5K and 2P in neutral as a nice hedge against either Totsugeki. Most buttons with will handily, but you may not want to play into May's other options.<br />
* If you commit to grounded defense during pressure, you will gain opportunities to challenge Totsugeki.<br />
* If you block a Charged 6H, you must block H.Totsugeki.<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Pressure===<br />
====Challenging both Totsugeki on Reaction (Difficult)====<br />
Due to H.Totsugeki's long-winded startup, and S.Totsugeki's very fast startup, it is possible to press 6P, 5P or 5K on reaction to seeing a Dolphin, and only have it come out in time versus H.Totsugeki (S.Totsugeki is too fast, and will be blocked).<br />
<br />
In order of ease, 6P is easiest and 5K is the most difficult (But most rewarding)<br />
<br />
Done cleanly, this allows you to play reactively to net yourself an escape, with the only guaranteed way for May to force a safe H.Totsugeki being Charged 6H, which comes with its own counterplay.<br />
<br />
====After Blocking S.Totsugeki====<br />
May is left at -5 at a distance. <br />
<br />
Representing 2P in this situation stops May from jumping, but doesn't net you much. If May decides to backdash here, 2P allows you to still challenge whatever she decides to followup with. <br />
<br />
If she does backdash, representing 5K will lead to great damage if she decides to Totsugeki back in. You can represent high-reward CH options like 5H, but they're best converted on CH with bar, and are reaction punishable, unlike the 5K.<br />
<br />
2P in this situation forces May to slow down and block after S.Totsu, or backdash, both a better situation. You can also wait to bait out her attempts to get back in in this situation.<br />
<br />
If you do manage to IB S.Totsu, you get a guaranteed 5P>6P punish.<br />
<br />
====Totsugeki from 6H====<br />
Fully-charged 6H not only cranks RISC, but allows for a guaranteed H.Totsugeki on block.<br />
<br />
Airblocking either c.S or uncharged 6H from May will lead to a guaranteed H.Totsugeki on block, keeping her at advantage. You will need to remain grounded in order to net yourself an escape, but this naturally plays into command grab.<br />
<br />
=====Challenging Charged 6H=====<br />
Saving Burst for this situation is important, but you may have to challenge eventually. It's generally better to swing against May with faster options, such as 2P, 5K and 5P, just to make it harder for her to snipe your response.<br />
<br />
If you are trapped by uncharged 6H here, you will die without Burst (And even then, you will potentially lose a lot of life to Burst-safe routes)<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Neutral===<br />
====Predictive Answers to Totsugeki====<br />
Most of Faust's buttons in neutral will snipe a Totsugeki outright if she runs into it. <br />
<br />
====Reactive Answers to Totsugeki====<br />
Reaction 6P remains a strong answer if May is in footsies, but from further out, can be baited by Unheld/Held Totsugeki shenanigans. See below for more answers.<br />
<br />
====Dealing with Unheld/Held Totsugeki====<br />
Because Totsugeki travel distance is controllable, you can time a normal to whiff punish a Totsugeki while blocking one that is held for longer.<br />
<br />
This is best done with 5P, and is generally an answer to situations where you fail to react in time to hit H.Totsugeki out of startup.<br />
<br />
If the H.Totsugeki is being used this way from too far out 5K becomes very strong, as it cannot be whiff-punished if May cuts the Dolphin short.<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=286417GGST/Faust/Matchups2022-06-20T03:41:42Z<p>Krackatoa: /* {{Character Label|GGST|May|label=May}} */</p>
<hr />
<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
<br />
=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Dealing with Fafnir===<br />
You may crawl under Fafnir on reaction. This is generally the go-to, high reward answer. However, in situations where you want to swing preemptively at Sol's approach, you may find yourself hedging against other options as well if you swing 2H or far.S.<br />
<br />
====Upon Blocking Fafnir====<br />
It's very plus, so consider Sol "in" once you block it. It creates a Guard Crush situation, so respect his pressure, and remember to FD the Fafnir to deny him a tight dash up grab.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
<br />
===Summary of Dealing with Totsugeki 🐬🐬🐬===<br />
* Represent 2P after blocking S.Totsugeki.<br />
* Practice buffering 6P on reaction to both Totsugeki's (S will be blocked).<br />
* Buffer prediction 5K and 2P in neutral as a nice hedge against either Totsugeki. Most buttons with will handily, but you may not want to play into May's other options.<br />
* If you commit to grounded defense during pressure, you will gain opportunities to challenge Totsugeki.<br />
* If you block a Charged 6H, you must block H.Totsugeki.<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Pressure===<br />
====Challenging both Totsugeki on Reaction (Difficult)====<br />
Due to H.Totsugeki's long-winded startup, and S.Totsugeki's very fast startup, it is possible to press 6P, 5P or 5K on reaction to seeing a Dolphin, and only have it come out in time versus H.Totsugeki (S.Totsugeki is too fast, and will be blocked).<br />
<br />
In order of ease, 6P is easiest and 5K is the most difficult (But most rewarding)<br />
<br />
Done cleanly, this allows you to play reactively to net yourself an escape, with the only guaranteed way for May to force a safe H.Totsugeki being Charged 6H, which comes with its own counterplay.<br />
<br />
====After Blocking S.Totsugeki====<br />
May is left at -5 at a distance. <br />
<br />
Representing 2P in this situation stops May from jumping, but doesn't net you much. If May decides to backdash here, 2P allows you to still challenge whatever she decides to followup with. <br />
<br />
If she does backdash, representing 5K will lead to great damage if she decides to Totsugeki back in. You can represent high-reward CH options like 5H, but they're best converted on CH with bar, and are reaction punishable, unlike the 5K.<br />
<br />
2P in this situation forces May to slow down and block after S.Totsu, or backdash, both a better situation. You can also wait to bait out her attempts to get back in in this situation.<br />
<br />
If you do manage to IB S.Totsu, you get a guaranteed 5P>6P punish.<br />
<br />
====Totsugeki from 6H====<br />
Fully-charged 6H not only cranks RISC, but allows for a guaranteed H.Totsugeki on block.<br />
<br />
Airblocking either c.S or uncharged 6H from May will lead to a guaranteed H.Totsugeki on block, keeping her at advantage. You will need to remain grounded in order to net yourself an escape, but this naturally plays into command grab.<br />
<br />
=====Challenging Charged 6H=====<br />
Saving Burst for this situation is important, but you may have to challenge eventually. It's generally better to swing against May with faster options, such as 2P, 5K and 5P, just to make it harder for her to snipe your response.<br />
<br />
If you are trapped by uncharged 6H here, you will die without Burst (And even then, you will potentially lose a lot of life to Burst-safe routes)<br />
<br />
===Dealing With Totsugeki 🐬🐬🐬 In Neutral===<br />
====Predictive Answers to Totsugeki====<br />
Most of Faust's buttons in neutral will snipe a Totsugeki outright if she runs into it. <br />
<br />
====Reactive Answers to Totsugeki====<br />
Reaction 6P remains a strong answer if May is in footsies, but from further out, can be baited by Unheld/Held Totsugeki shenanigans. See below for more answers.<br />
<br />
====Dealing with Unheld/Held Totsugeki====<br />
Because Totsugeki travel distance is controllable, you can time a normal to whiff punish a Totsugeki while blocking one that is held for longer.<br />
<br />
This is best done with 5P, and is generally an answer to situations where you fail to react in time to hit H.Totsugeki out of startup.<br />
<br />
If the H.Totsugeki is being used this way from too far out 5K becomes very strong, as it cannot be whiff-punished if May cuts the Dolphin short.<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=286255GGST/Faust/Matchups2022-06-20T02:06:15Z<p>Krackatoa: /* Upon Blocking Fafnir */</p>
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<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
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==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
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=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Dealing with Fafnir===<br />
You may crawl under Fafnir on reaction. This is generally the go-to, high reward answer. However, in situations where you want to swing preemptively at Sol's approach, you may find yourself hedging against other options as well if you swing 2H or far.S.<br />
<br />
====Upon Blocking Fafnir====<br />
It's very plus, so consider Sol "in" once you block it. It creates a Guard Crush situation, so respect his pressure, and remember to FD the Fafnir to deny him a tight dash up grab.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=286248GGST/Faust/Matchups2022-06-20T02:03:32Z<p>Krackatoa: /* Dealing with Fafnir */</p>
<hr />
<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
<br />
=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Dealing with Fafnir===<br />
You may crawl under Fafnir on reaction. This is generally the go-to, high reward answer. However, in situations where you want to swing preemptively at Sol's approach, you may find yourself hedging against other options as well if you swing 2H or far.S.<br />
<br />
====Upon Blocking Fafnir====<br />
It's very plus, so consider Sol "in" once you block it. Respect his pressure, and remember to FD.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=286243GGST/Faust/Matchups2022-06-20T02:02:04Z<p>Krackatoa: /* {{Character Label|GGST|Sol Badguy|label=Sol Badguy}} */</p>
<hr />
<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
<br />
=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Dealing with Fafnir===<br />
You may crawl under Fafnir on reaction. This is generally the go-to, high reward answer. However, in situations where you want to swing preemptively at Sol's approach, you may find yourself hedging against other options as well if you swing 2H or far.S.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust&diff=284274GGST/Faust2022-06-15T18:36:55Z<p>Krackatoa: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|update|clarifier=Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.|sticky=1}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Faust is an RNG-powered grappler with a strong, long-range whiff punish game. Thanks to a combination of reach and a powerful command grab, he dominates mid-range across a variety of matchups.<br />
<br />
Faust has great options to contest mid-range, and threatening tools to challenge approach. When he does land a hit, Faust gets a safe opportunity to use {{MMC|input=236P|label=Item Toss}}. If he's lucky, items will cover him for more item tosses, leading to a chaotic gamestate where he wins... statistically.<br />
<br />
One of his win conditions involves inflicting Guard Crush to offer up lopsided mixup situations. His Meteors, 100t Weight, and the explosion that occurs after {{MMC|input=236H|label=lighting an Afro on Fire}}, all induce Guard Crush, granting him access to potent 50/50s.<br />
<br />
Landing {{MMC|input=236H|label=Snip Snip Snip}} offers him some scary sequences that, done correctly, end in a 4-way mixup that is incredibly hard to defend against.<br />
<br />
His defense would probably be considered below average, save for the fact that he has access to {{MMC|input=632146H|label=Super PRC}}, one of the stronger reversal options in the game. When he makes use of it, he gains up to 16f of invuln, followed by a short vulnerable window. This allows him to punch through meaty options reliably on wakeup.<br />
<br />
When he has lots of meter to play with, or secures the meter advantage, Faust becomes a terror. {{MMC|input=236236P|label=W-W-What Could This Be?}} becomes a straightforward way to win neutral, and {{MMC|input=214S|label=Scarecrow}} PRC Snip allows for near-unreactable fullscreen command grabs that come from either direction.<br />
<br />
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 gamestates.<br />
<br />
<br />
| lore = An underground doctor, his past and identity are shrouded in mystery.<br />
<br />
One moment, he'll blurt out something seemingly random, only to offer a philosophical argument for the future of humanity the next.<br />
He once suffered a mental breakdown due to a traumatic experience. Even now, he becomes unstable when something reminds him of that time.<br />
At heart, however, he's a caring and kind person with common sense.<br />
| summary =, classified as a ''Unique'' type, is a bizarre underground doctor who misleads the opponent with tricky moves.<br />
| pros = <br />
*'''Good Buttons and Pressure:''' Faust has a decent array of pokes to keep the opponent on their toes and to cover thrown items. He also has a [[GGST/Faust#Snip Snip Snip|command grab]] to capitalize once they start blocking. The length of his attacks means they're hard to outmaneuver on the ground, so the opponent might feel forced to block or go for riskier counterplay.<br />
*'''Scary with the Meter Advantage:''' {{MMC|input=236236P|label=Item Super}}, {{clr|K|{{MMC|input=j.2K|label=j.2K}}}} and [[GGST/Faust#Scarecrow|Scarecrow]] become very strong once Faust has 50% tension to spare. With meter, Scarecrow PRC allows Faust to teleport almost instantly, which is immensely useful as both a pressure/mixup option and as a way to reposition safely. <br />
*'''Unusual Hurtbox:''' Faust can crawl under certain moves with his crouching block or walk (the 1 or 3 inputs, respectively); this allows him to low profile many attacks in the game, and opens up whiff punish opportunities other characters don't have access to.<br />
*'''Item Throw:''' Faust's [[GGST/Faust#What Could This Be?|item toss]] allows him to create extremely favourable situations off stray hits. While they can backfire, items will usually provide you an additional threat for the opponent to deal with, greatly enhancing both his pressure and zoning capabilities.<br />
<br />
| cons = <br />
*'''Weak to Movement:''' Faust's longer pokes, such as far.S, {{clr|H|2H}} and even moves like {{clr|P|2P}} are weak to fast, safe forward movement, notably the kind seen by characters with quick runs. Dash macro into block can upset the spacing on these moves quite reliably, netting the opponent a decent amount of frame advantage alongside strong spacing.<br />
*'''Volatile:''' Because Faust's win conditions are centered around command grabs and items, it can be tough to establish yourself early on in the match against conservative approach. Item Toss is too risky to throw out without a guaranteed hit/situation and grabs, by their nature, are risky against skilled opponents.<br />
*'''Unusual Hurtbox:''' Faust is larger and wider than other characters in the air, he's also taller vertically compared to other characters when standing or in standing guard. This can make navigating certain situations trickier than normal, and he's more prone to instant overhead setups.<br />
*'''Item Throw:''' Sometimes you'll throw [[GGST/Faust#Horn|Trumpet]] at your opponent and be really sad.<br />
<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
}}<br />
{{FP Box|header=GGST Faust Character Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|bWS5_41YGyQ|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P.png|ggs shake my hand<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P_Hitbox.png<br />
GGST_Faust_5P_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's fastest normal. Deceptively good range for a 5 frame button. Great for challenging small gaps or stuffing approaches in neutral.<br />
<br />
Can gatling into {{clr|1|6P}} for a confirm into Item Toss. <br />
<br />
In situations where you don't have time to confirm, or spacing is not favourable, gatling into {{clr|1|2P}} at max distance to create a neutral situation for yourself.<br />
<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong space control tool, useful for counterpoking as well as checking forward movement, with low whiff recovery. <br />
<br />
Hits all characters crouching, but due to the shape of hitbox, will need to be a little closer to catch some of the smaller characters in the roster.<br />
<br />
Faust's hurtbox is incredibly tall during this move, so he's open to attacks from above as well, however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.<br />
<br />
If it stuffs an air approach, it can combo into {{clr|4|6H}}, letting Faust gain space and throw items. However, it is prone to whiffing at some spacings.<br />
<br />
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 options might be lacking. In combos it can be used to bounce an airborne opponent off of the wall, often to connect a {{clr|4|6H}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_c.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_cS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Faust's highest reward and go-to pressure starter to check throw escape attempts.<br />
<br />
Plus on air block, leads to some of Faust's highest damage conversions at mid-screen and corner.<br />
<br />
Minus on normal block, but gatling options such as {{clr|3|f.S}}, {{clr|3|2S}} and {{clr|4|5H}} allow you to trap attempts to challenge Faust afterwards.<br />
<br />
Jump cancellable, allowing for BRC extensions similar to {{clr|2|5K}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_f.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_FS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's longest reaching poke. Usually gatlings into {{clr|4|2H}} if you're in range to do so - however, {{clr|4|2H}} will whiff at max distance. If you're in that max range zone, you'll want to let the {{clr|3|f.S}} recover raw or cancel into Item Toss/Scarecrow, depending on the matchup.<br />
<br />
Off stray anti-airs at a distance, sometimes {{clr|3|f.S}} > Item Toss as a juggle is all you can get.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H.png<br />
GGST_Faust_5HH.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H_1_Hitbox.png<br />
GGST_Faust_5H_2_Hitbox.png<br />
GGST_Faust_5H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=5H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5HH}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5HH"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Pressing {{Prompt|GGST|H}} again after a successful grounded hit will perform a follow-up attack that scores a hard knockdown.<br />
<br />
A peculiar move that has high payoff on counter-hit. <br />
<br />
In the corner, the follow-up leads to a very high ground bounce, letting you continue the combo if there isn't too much scaling.<br />
<br />
An incredibly strong counterpoke in and around {{clr|1|2P}} range, with a disjointed hitbox towards the tip. In combos, routing into {{clr|4|5H}} can net a tricky conversion into Scalpel, making small counter-hits turn into homerun wallbreaks easily.<br />
<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;Uncharged Dust<br />
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float<br />
* Causes 80% proration on-hit<br />
<br />
Universal overhead attack that's pretty fast. You'll want to keep your meter to convert off the uncharged version in pressure. Particularly potent when the opponent has a burning afro applied and commits to crouch blocking, where this move may break open their defense long enough for it to explode and allow Faust to continue pressure. Can followed up from {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for a mixup.<br />
<br />
Has a special interaction with several of the items Faust can throw as well. Striking certain items with his {{clr|5|5D}} before they hit the ground will bat them towards your opponent, with questionable benefit depending on the item.<br />
----<br />
;Charged Dust<br />
* Charged dust leads to soft knockdown (+36).<br />
* Holding up during the hitstop frames of charged dust will activate homing jump:<br />
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.<br />
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).<br />
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.<br />
<br />
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.<br />
<br />
Faust's fully charged {{clr|5|5D}} 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 will net you little to no benefit at all.<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="2" |'''Faust 5D Reflectable Projectiles Table'''<br />
|-<br />
!Character<br />
!Move<br />
|-<br />
|{{Character Label|GGST|Anji Mito|label=Anji Mito}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}<br />
<br />
|-<br />
|{{Character Label|GGST|Axl Low|label=Axl Low}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Baiken|label=Baiken}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.214p|label=Shuriken}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} actually reflects it instead.<br />
<br />
|-<br />
|{{Character Label|GGST|Faust|label=Faust}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=j.236P|label=Love}} / {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P (With Afro)|label=Love (With Afro)}} ''(Projectile only.)''<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=236P|label=What Could This Be?}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Hammer|label=Hammer}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Meteors|label=Meteors}} ''(Will usually reflect only 1, you will get hit by the rest.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Giovanna|label=Giovanna}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Happy Chaos|label=Happy Chaos}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|I-No|label=I-No}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214P|label=Antidepressant Scale {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=I-No|input=j.214P|label={{clr|1|j.214P}}}}<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=632146S|label=Ultimate Fortissimo}} ''(Projectile follow-up only.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Jack-O|label=Jack-O'}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Jack-O|input=j.D|label={{clr|5|j.D}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge {{clr|3|j.236S}}}} / {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236H|label={{clr|4|j.236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde {{clr|3|[4]6S}}}} / {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label={{clr|4|[4]6H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|May|label=May}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=May|input=214P|label=Arisugawa Sparkle {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=May|input=214K|label={{clr|2|214K}}}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} can reflect it too, if timed properly.<br />
<br />
|-<br />
|{{Character Label|GGST|Millia Rage|label=Millia rage}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=Tandem Top {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Potemkin|label=Potemkin}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Potemkin|input=Reflect Projectile|label=F.D.B. (Projectile)}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=Bajoneto {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}}}} ''(Follow-up explosion only, nullifies it.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}<br />
<br />
|-<br />
|{{Character Label|GGST|Testament|label=Testament}}<br />
|<br />
*''TBD''<br />
<br />
|-<br />
|{{Character Label|GGST|Zato-1|label=Zato-1}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a lot!"}} ''(Will reflect only 1, and in most cases the remaining drills will still hit you.)''<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=22H|label=Invite Hell}} ''(Nullifies it.)''<br />
<br />
|}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2P.png|How to roundstart 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Low poke that leaves Faust even on hit. Plays an important role in Fausts zoning game, as it's speed and recovery makes it a low risk (albeit low reward) way to stuff approaches.<br />
Can be used as a hedge to challenge the ground while leaving yourself available to challenge opponents that might jump.<br />
<br />
You can also use this to end strings from {{clr|1|5P}} to restablish yourself when pressured, if you can't confirm {{clr|1|5P}}>{{clr|1|6P}}. <br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1_Hitbox.png<br />
GGST_Faust_2K_2_Hitbox.png<br />
GGST_Faust_2K_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
3 hits total. Faust's go-to low option. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into {{clr|5|2D}} for a knockdown as a confirm.<br />
<br />
Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so. At very close spacing, can be used as a tick throw setup into Snip Snip Snip.<br />
<br />
The 1st hit is a mid located above Faust's head. This hit will usually whiff if {{clr|2|2K}} is not done point blank, making the move effectively 8F startup in most situations.<br />
<br />
The 1st hit can also be used as situational anti air for opponents directly above your head, in cases where {{clr|1|6P}} would whiff and {{clr|3|2S}} would be too slow. However, due to the 2 active frames and lack of disjoint, it is not a reliable anti air for most situations.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S.png|"Did you die?" "Sadly, yes... but I lived!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S_1_Hitbox.png<br />
GGST_Faust_2S_2_Hitbox.png<br />
GGST_Faust_2S_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
High reward anti-air. Relatively slow, and only gains disjoint in the later part of the hitbox. Can be liable to trade. A go-to frame trap option from a {{clr|3|c.S}} starter, allowing for a full conversion into [[{{PAGENAME}}#Thrust|Thrust]] on counter hit. Can be used during okizeme to simultaneously hit meaty and cover backdash, where {{clr|3|c.S}} only has a 2f window to do this.<br />
<br />
Hitbox appears on both sides of Faust, can be good for air attacks directly above your head where {{clr|1|6P}} is liable to whiff -- however, its slow startup often means you have to use it preemptively. Beware of observant players baiting this out.<br />
<br />
Will dispatch any Bombs hit to above the visible screen, creating set-ups with K Scarecrow as it can ricochet the Bomb on the way down for safe pressure and combos. The Bomb will also likely hit the opponent should they attempt to punish Scarecrow. Faust can also let the Bomb 'cook' before hitting it for a gimmicky anti-air attempt that yields high reward.<br />
<br />
Launches on hit, which can be followed up with [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]] or with item toss, as it will combo into a weight or a hammer (depending on the matchup) for a midscreen wallbreak for 50 bar.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2H.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A far-reaching unreactable low that challenges forward movement.<br />
<br />
If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.<br />
<br />
If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2D.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A typical sweep that grants a hard knockdown.<br />
<br />
{{clr|2|2K}} > {{clr|5|2D}} > Item Toss is a go-to string when confirming from {{clr|2|2K}}, as you still have time to meaty after throwing an item. You can frame trap from {{clr|2|2K}} using this move.<br />
<br />
Do not attempt to sweep into [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]], as it'll only deal 50 damage and not initiate a cinematic nor break the wall.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6P.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_6P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Dominant anti-air option with lots of upper body invuln. Grants a safe item toss on hit, and offers combo potential on counterhit.<br />
<br />
On airblock, pops up and leads to airblocked Mix Mix Mix (Which is plus.)<br />
<br />
Not very good at covering behind Faust, and may struggle to anti-air deep airdashes that pass over your head.<br />
<br />
Faust's {{clr|1|6P}} has far more recovery than most other characters, so its use as a counter poke in neutral is limited.<br />
<br />
This move was recently patched (v1.10) to make chaining and comboing from 5P more consistent, by increasing the lower hitbox forward.<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H_1_Hitbox.png<br />
GGST_Faust_6H_2_Hitbox.png<br />
GGST_Faust_6H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead, great counter-hit button. Deceptively good prediction whiff punish. Huge aerial hitbox.<br />
<br />
Confirms into Scalpel on counter-hit. You'll want to wait when you {{clr|4|6H}} so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option. <br />
<br />
Should an air bounce occur, combos into {{clr|2|214K}}. You can also PRC for a corner combo that will likely break the wall.<br />
<br />
Doesn't combo into anything at a distance on normal ground hit. When using combos that don't push you far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into {{clr|3|214S}} to ensure you don't run out of time.<br />
<br />
Super risky if you don't get the counter-hit or the air hit. Consider saving tension so you can PRC out of this move if needed.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.P.png | [https://imgur.com/a/N6S0pPu TALK TO EM]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JP.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Air option that is very quick to recover. Stray hits will send the opponent away.<br />
<br />
Since {{clr|1|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 {{clr|4|j.H}} at the right heights.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JK.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Can hit a standing opponent while rising (Important for [https://glossary.infil.net/?t=Fuzzy%20Attack f-shiki]). Opponents with an Afro can be hit by {{clr|2|j.K}} while crouching (exceptions: {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Giovanna|label=Giovanna}}, {{Character Label|GGST|Jack-O|label=Jack-O'}}) due to the extended hurtbox, making {{clr|2|j.K}} > {{clr|5|j.D}} an easy unreactable overhead string for setting Afros on fire or starting a combo.<br />
<br />
Often used to cover Faust landing in situations where {{clr|5|j.D}}/{{clr|3|j.S}}/{{clr|1|j.236P}} would be too slow.<br />
<br />
Can combo into {{clr|5|j.D}}, {{clr|1|j.236P}} or MixMixMix on air hit, although those may drop depending on the spacing.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|2|j.2K}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A very deep and low-hitting jump-in. Slower to get out than your {{clr|2|j.2K}} and {{clr|5|j.D}}. Chains into {{clr|4|j.H}}, and sets up a fairly favourable situation when you do so.<br />
<br />
Airdash cancellable.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H_1_Hitbox.png<br />
GGST_Faust_j.H_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Long dominant aerial poke. Rising {{clr|4|j.H}} is great for meeting opponents hanging out at the top of the screen. Doing a falling {{clr|4|j.H}} takes a little longer, but the large amount of active frames make it especially hard to contest should you get it out.<br />
<br />
Wallbounce property makes it a crucial tool in his corner combos. With it's airdash cancel and counter-hit properties, air-to-air {{clr|4|j.H}} can easily confirm into a full combo, provided you are close enough to the corner.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.D.png|Set that funk on fire<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JD.png|Set that funk on fire<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
A deep-hitting jump-in attack that can easily ignite the Afro.<br />
<br />
Should it hit the opponent when Afro is applied, the opponent is launched into the air for a full combo. Making them block {{clr|5|j.D}} with an Afro on is also strong, as they must deal with the threat of a delayed explosion while Faust continues pressure. <br />
<br />
Faust's hurtbox extends into the hitbox below him at the injection site.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_j2K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A strong poke that is quite likely to win an exchange, however, it's recovery and low hitstun make it risky to use without RC. With RC, however, it leads to all sort of conversions and pressure opportunities, on hit or block.<br />
<br />
Jumping into immediate {{clr|2|j.2K}} is a very low risk option to stuff approaches in neutral. When done as low as possible, it is very safe on block, up to +2 if its blocked low enough (although it is usually slightly minus on block).<br />
<br />
If used from high up, it is minus on hit if not cancelled. Cancelling it into Love and sometimes threatening with a cancel into Mix Mix Mix will keep it hard to challenge in certain matchups.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Ground Throw.png|nom-nom-nom<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6D or 4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Leaves the opponent in front of Faust in an OTG-able state. Can give a safejump if you OTG with close slash and jump cancel into a low airdash. Alternatively, you can throw an item and still have time to meaty. Paired with 214S & PRCC lets you ground throw from anywhere almost instantly.<br />
<br />
Long 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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.6D or j.4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Faust hucks the opponent downwards.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
<br />
===<big>Thrust</big>===<br />
<span class="input-badge">'''{{clr|2|41236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
<br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Thrust.png| Hook,<br />
GGST_Faust_Pull_Back.png| Line<br />
GGST_Faust_Home_Run.png| and Sinker<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_41236K_1_Hitbox.png<br />
GGST_Faust_41236K_2_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Pull Back|subtitle=Thrust -> 4}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Home Run!|subtitle=Pull Back -> H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4 H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
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 towards him for a follow-up golf swing. Pressing {{Prompt|GGST|H}} right before the opponent hits the ground sends the opponent flying away from Faust. There are three possible outcomes from this follow-up attack:<br />
<br />
* 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. <br />
<br />
* Sweetspot: Action lines around the screen will indicate a successful hit, and the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall if in range. <br />
<br />
* Sourspot: The opponent falls out of the launcher for a soft knockdown. The golf club may hit the opponent as they fall. <br />
<br />
Thrust shines when used as a preemptive punish at range versus movement. Off air-hit {{clr|4|6H}} or counter-hit {{clr|4|6H}}, this will be your main meterless conversion tool, but you'll want to eyeball the timing for the different kinds of {{clr|4|6H}} hits. Also useful as a frame trap option for various strings. In specific (yet not uncommon) situations where a Bomb is active near Faust, the Bomb can be launched with the opponent and explode in the air, dealing additional damage and potentially leading into a conversion.<br />
<br />
Pullback can be cancelled into either of Faust's Overdrives, although [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]] will only initiate a cinematic if you time it right (as the opponent is falling and is above Faust's head at the time of activation). Cancelling it into Wheelchair is a decent option select for bursts and nets good damage and oki for the price of meter. Cancelling it into [[{{PAGENAME}}#W-W-What Could This Be?|W-W-What Could This Be?]] yields variable results, but gives your opponent less space to play around the Items that appear. Also, due to a bizarre bug, Faust is unaffected by any peels that come out this way.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be.png| 何が出るかな?<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be_Hitbox.png| <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches into his scrubs and grabs an [[GGST/Faust#Items|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.<br />
<br />
With the exception of Meteor, items are thrown a set distance. This distance can be broken down into close/medium/far ranges. <br />
<br />
Far: Trumpet, Afro, Mini Faust<br />
<br />
Medium: Bomb, Donut, 100T Weight<br />
<br />
Close: Banana (and Peel), Hammer<br />
<br />
Items will also bounce slightly off the wall if you're throwing items at a cornered opponent for pressure.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Mix Mix Mix</big>===<br />
<span class="input-badge">'''{{clr|3|236S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust 236S.png| Faust taking inspiration from Zato's theme<br />
</gallery><br />
<br />
|-|<br />
Hitbox=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236S_Hitbox.png|<br />
</gallery><br />
</tabber><br />
<br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="236S" or input="j.236S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<br />
<br />
<nowiki>*</nowiki>''Knockdown/Ground bounce on Hit''<br />
<br />
Faust rises forward into the air while mixing 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.<br />
<br />
If the opponent airblocks this, Faust is plus and gets the chance to continue pressure with his faster normals. The exact frame advantage varies by height, but he's usually +5 or so.<br />
<br />
Can be used as a frame trap tool, but the long startup means it can't always frame trap faster buttons. Also useful as an opportunistic escape from gaps in corner pressure, especially when used out of a super jump; however, this may leave Faust open to being chased down and punished on landing, so consider using Love beforehand to force the opponent to waste time blocking it (or use RC at the end to make it safe). This strategy is most effective against characters who have trouble chasing fullscreen, such as Potemkin.<br />
<br />
====Mix Mix Mix Loop====<br />
<br />
If Faust is low to the ground when he leaves MMM, he recovers fast enough to link a button, provided gravity scaling mid-combo is not too severe.<br />
<br />
In order to loop:<br />
<br />
* Faust must be low to the ground (Hold 3).<br />
* You want to be holding 3 going into the first hit.<br />
* You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a c.S pickup.<br />
* If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.<br />
<br />
Example Input: 2H > 236S[3]...[1] > c.S<br />
<br />
Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.<br />
<br />
Moves like cS, 5K, and 2K's first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of 2K) before you can no longer loop from MMM.<br />
<br />
Jump-ins (jK, jH, jS, jD) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH jD > MMM), lest gravity scale too high.<br />
<br />
This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit 5P>5K>MMM or air-hit 2P>5K>MMM.<br />
<br />
Moves like 6P or 2K's later hits scale gravity too harshly to allow any pickup post Mix Mix Mix. <br />
<br />
=====Summary:=====<br />
<br />
If you're using optimal starters such as 5K, cS, or 2K(1): you do not necessarily need to worry about gravity in your starter in order to loop.<br />
<br />
If you're '''not''' using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.<br />
<br />
For that reason, air-to-air normals or 5P>5P>6P air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.<br />
<br />
=====Bonus Stupid Thing=====<br />
If the opponent is caught too high above MMM, the last hit will whiff, and you get no ground bounce.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Snip Snip Snip</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Snip_Snip_Snip_wiff.png|'''Whiff'''<br />
GGST_Faust_Snip_Snip_Snip_hit.png|'''Hit'''<br />
GGST_Faust_Afro_Debuff.png|'''Afro'''<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236H_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
*Knockdown on Hit<br />
*Marginally longer range than Ground Throw<br />
<br />
Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an [[{{PAGENAME}}#Afro|Afro]]. The opponent is also knocked down, granting Faust time to continue his offense. <br />
<br />
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.<br />
<br />
The knockdown from this move has a faster recovery than from Ground Throw. However, since the buff in 1.10, he has time to safe jump vs all reversals, including 7 frame reversals. <br />
</div><br />
</div><br />
<br />
===<big>Love</big>===<br />
<span class="input-badge">'''{{clr|1|j.236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love.png| The last moments before the Counter Hit Incident<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love_hitbox.png|First active frame and trajectory to final before explosion<br />
GGST_Faust_Afro_Love_hitbox_.png|Afro Love bounce trajectory<br />
GGST_Faust_Love_hitbox_2.png|Explosion!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Love! explosion hits both players <br />
* Afro Love! explosion hits the opponent only, Guard Crush on block<br />
* Both explosions trigger Mini Faust and ignite Afros<br />
* Counter Hit state during the full animation<br />
* Connecting with only the explosion (not the initial hit of the bag falling) deals 40 damage<br />
<br />
Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion will affect Faust on hit or block if Faust is he too close to the explosion. Significant frame advantage on block for both players. <br />
<br />
If Faust is wearing an [[{{PAGENAME}}#Afro|Afro]] (his own or from an opposing Faust), he can unleash Afro Love! (Afro Bomb, Frobag, etc.) a more powerful version of Love! with longer range, a higher bounce arc and a wider bomb explosion. It deals almost double the damage on hit and inflicts Guard Crush on block. This version bounces on the ground twice before reaching the opponent, and will bounce off-screen instead of hitting the wall. <br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Scarecrow</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}} (Hold OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Scarecrow_Formation.png|P, K, and S<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_214PK_Hitbox.png|P and K<br />
GGST_Faust_214S_Hitbox.png|S<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="214P" or input="214K" or input="214S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* Values in brackets ([]) represent full charge<br />
<br />
A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent. <br />
<br />
*{{clr|1|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. If the opponent is cornered, Faust's scarecrow appears in front of them and does not take the corner.<br />
<br />
*{{clr|2|214K}}: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow pushes them out of the corner and appears behind them.<br />
<br />
*{{clr|3|214S}}: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Once he lands, he contorts his body to roll away from the opponent in a recovery animation.<br />
<br />
Note that for both {{clr|1|214P}} and {{clr|2|214K}}, the opponent will always turn to face the correct scarecrow as soon as you move, so be sure to have meter or items ready to cover your back.<br />
<br />
All versions can be charged. The charged versions are safer/more advantageous on block and hit. {{clr|3|214[S]}} (Overhead) is still unsafe, while {{clr|1|214[P]}} and {{clr|2|214[K]}} versions are plus on block. On hit, {{clr|1|214[P]}} and {{clr|2|214[K]}} can also cause a wallbounce close to the corner.<br />
<br />
All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, {{clr|3|214S}} can be used to avoid getting hit by certain long range attacks or overdrives, as Faust will be off the screen for a while before re-entering, and against advancing attacks/overdrives will often land behind the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Crawl</big>===<br />
<span class="input-badge">'''1 or 3'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Crawl.png|swiggity swooty <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_Crawl.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
Instantly shrinks Faust's hurtbox. This allows you to shrink down under certain attacks. Both crawl directions have the same hurtbox; however, due to the proximity block mechanic, back crawl will not low profile an attack or projectile if it connects as part of a blockstring.<br />
<br />
For a comprehensive list of attacks, see [https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qcEV2EDnGienJB8UTcbuEg here] (and make sure to support the poster!).<br />
<br />
For visual crawling guides, see [https://www.youtube.com/playlist?list=PLkDgiCh4D2G_Wxlw3W9TDkQjFb_237M3T here]<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="6" | Moves Faust Can Crawl Under '''{{clr|4|(WARNING! THE TABLE IS VERY LARGE!)}}'''<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
<!-- SOL--><br />
|-<br />
| rowspan="11"|{{Character Label|GGST|Sol Badguy|label=Sol}} || {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|3|6S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can be back crawled at the farthest distances<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.H|label={{clr|3|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=41236H|label=Fafnir ({{clr|4|41236H}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Punish with 5k-2D, snipsnipsnip<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label=Bandit Revolver ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Follow-up can be forward crawled<br />
|-<br />
<!-- Ky--><br />
| rowspan="11" | {{Character Label|GGST|Ky Kiske|label=Ky}} || {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge ({{clr|1|236236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!--May--><br />
| rowspan="7" | {{Character Label|GGST|May|label=May}} || {{MiniMoveCard|game=GGST|chara=May|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=May|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=236236S|label=Great Yamada Attack ({{clr|3|236236S}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Full/mid screen Faust can run under until the whale lands<br />
<!--Axl--><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Axl Low|label=Axl}} || {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6K|label={{clr|2|6K}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=2S|label={{clr|3|2S}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.P|label={{clr|1|j.P}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || Chain dead-zone can be ducked but not the blade<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber ({{clr|4|j.623H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at minimum height<br />
|-<br />
<!-- Chipp--><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou ({{clr|3|236S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu (~{{clr|2|236K}})}} ||| {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai (~{{clr|3|236S}})}} will force Faust to block low<br />
<!-- Pot --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Potemkin|label=Potemkin}} || {{MiniMoveCard|game=GGST|chara=Potemkin|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=2H|label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl when close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=63214S|label=F.D.B. ({{clr|3|63214S }})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl if a low-projectile is reflected<br />
<!-- Fuast --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Faust|label=Faust}} || {{MiniMoveCard|game=GGST|chara=Faust|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5H|label={{clr|4|5H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label=Thrust ({{clr|2|41236K}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Millia --><br />
| rowspan="8" | {{Character Label|GGST|Millia Rage|label=Milla}} || {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Tandem Top {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Zato --><br />
| rowspan="7" | {{Character Label|GGST|Zato-1|label=Zato}} || {{MiniMoveCard|game=GGST|chara=Zato-1|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=2H|label={{clr|4|2H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be crouched point-blank<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Ram --><br />
| rowspan="7" | {{Character Label|GGST|Ramlethal Valentine|label=Ram}} || {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.D|label={{clr|5|j.D}}}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can be crawled but back part of hitbox cannot<br />
|-<br />
| Bajoneto {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|4|H}} version cannot be back-crawled in a block string - must switch to forward crawl. Low explosion cannot be crawled.<br />
|-<br />
<!-- Leo --><br />
| rowspan="9" | {{Character Label|GGST|Leo Whitefang|label=Leo}} || {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=632146H|label=Leidenschaft des Dirigenten ({{clr|4|632146H}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl first hit<br />
|-<br />
<!-- Nago --><br />
| rowspan="8" | {{Character Label|GGST|Nagoriyuki|label=Nago}} || {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Use caution to not crawl into {{clr|3|c.S}} range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H Level 1 |label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Delay - {{clr|4|2H}} is very active<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Gio --><br />
| rowspan="11" | {{Character Label|GGST|Giovanna|label=Gio}} || {{MiniMoveCard|game=GGST|chara=Giovanna|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label=Sol Poente ({{clr|3|214S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Will only whiff if Faust switches sides during cross-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Trovão ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
<!-- Anji --><br />
|-<br />
| rowspan="6" | {{Character Label|GGST|Anji Mito|label=Anji}} || {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu ({{clr|1|236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Pressing a button to punish might make the butterfly hit<br />
<!-- Ino --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|I-No|label=I-No}} || {{MiniMoveCard|game=GGST|chara=I-No|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love {{clr|2|214K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.236H|label=Sultry Performance {{clr|4|j.236H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}}|| {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=632146S |label=Ultimate Fortissimo {{clr|3|632146S }}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Ground version can be crawled after blocking start-up hit. TK fortissimo cannot be crawled.<br />
|-<br />
<!-- Goldlewis --><br />
|-<br />
| rowspan="7" | {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} || {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6H|label={{clr|4|6H}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || cannot switch directions during crawl<br />
<!-- Jack-O --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Jack-O|label=Jack-O}} || {{MiniMoveCard|game=GGST|chara=Jack-O|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=2S|label={{clr|3|2S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be ducked up close/on start-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant ({{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be ducked where servant lands<br />
<!-- Happy Chaos --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Happy Chaos|label=Happy Chaos}} || {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6S|label={{clr|3|6S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire ({{clr|4|]H[}})}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can track Faust while crawling making crawling while gun is drawn dangerous<br />
<!-- Baiken --><br />
|-<br />
| rowspan="11" | {{Character Label|GGST|Baiken|label=Baiken}} || {{MiniMoveCard|game=GGST|chara=Baiken|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=6K|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl from IAD height<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|3|41236S}}}} / {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|4|41236H}}}}) || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari Follow-up ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236H~H|label={{clr|4|41236H~H}}}}) || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kenjyu ({{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label={{clr|1|214214P}}}}) || {{clr|3|'''✓'''}} || {{clr|2|'''?'''}} || {{clr|3|'''✓'''}} || Explosion cannot be crawled<br />
|-<br />
<!-- Testament --><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Testament|label=Testament}} || {{MiniMoveCard|game=GGST|chara=Testament|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
|}<br />
[https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qg4Tn6QyBieTXb8EeRzQ-g Table Ref.]<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Items==<br />
===<big>Bomb</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb_Hitbox.png|<br />
GGST_Faust_Bomb_1_Hitbox.png|Initial explosion size<br />
GGST_Faust_Bomb_2_Hitbox.png|<br />
GGST_Faust_Bomb_3_Hitbox.png|Maximum expanded explosion size<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Bomb"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Explosion triggers Mini Faust<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, allowing you to send it towards your opponent without waiting for it to land first<br />
* Striking the bomb extends the active frames and hitstop of the attack used<br />
<br />
Classic Faust item with a new twist. 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.<br />
<br />
You can hit it at varying angles depending on which move you use, for example; {{clr|3|2S}} will send it extremely high up and often times will catch jump ins from the other side of the screen. Keep in mind though that your opponent can also hit the bomb back, so time your attacks right using moves with minimal recovery frames, like {{clr|1|2P}} or {{clr|1|5P}} to catch them off guard. Try to place the bomb well-above the opponent's head or behind them so it can't be contested before it explodes.<br />
<br />
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.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Banana</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Banana.png|Banana<br />
GGST_Faust_Banana_Peel.png|Peel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Banana"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent. Also works if Faust only throws the peel.<br />
<br />
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. <br />
<br />
It is also possible for Faust to randomly toss a lone peel, which makes oki and pressure with it more straightforward. <br />
<br />
If either a peel or a full banana are out, the chances of Faust tossing a novel banana or peel are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Donut</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Donut.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Donut"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent.<br />
<br />
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. <br />
<br />
If a donut is out, the chances of Faust throwing another donut are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Afro</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Afro.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Afro"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, potentially surprising your opponent with a flying afro.<br />
<br />
Falls slowly. Grants whoever touches it a glorious Afro.<br />
<br />
Afro extends the wearer's hurtbox upwards at all times except when landing during blockstun. A character wearing an Afro [https://twitter.com/MrAnnual/status/1418379278866165766 loses upper body invincibility on their {{clr|1|6P}}] due to the Afro's hurtbox. Characters with Afros on become susceptible to [https://glossary.infil.net/?t=Fuzzy%20Attack instant overhead setups]. Faust, luckily, is quite low during his crouch animation, so he's less affected.<br />
<br />
Moves with fire properties, such as {{clr|5|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. This delayed explosion guard-crushes the opponent. In both cases, the explosion launches the Afro'd player upwards for a combo on hit. The explosion only affects the Afro'd character.<br />
<br />
The Afro explosion causes Guard Crush, denying the victim throw protection on block.<br />
<br />
If an Afro'd character blocks a total of 10 hits, the Afro will disappear.<br />
<br />
If Faust uses [[{{PAGENAME}}#Love|Love!]] with an Afro on, the move gains additional properties, <br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Hammer</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer_Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Hammer"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, allowing Faust to use a thrown Hammer more aggressively.<br />
* Can hit immediately at point-blank range on {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Anji Mito|label=Anji}}, {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +21 on hit.<br />
<br />
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.<br />
<br />
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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Mini Faust</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust.png| Can I buy one of these?<br />
GGST_Faust_Small_Faust_Walk.png| It's alive?<br />
GGST_Faust_Small_Faust_Angry.png| And it hungers for blood!<br />
GGST_Faust_Small_Faust_Attack.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust_Walk_Hitbox.png|<br />
GGST_Faust_Small_Faust_Attack_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Mini Faust"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mini Faust, after landing simply walks around back and forth harmlessly until he is triggered into action.<br />
<br />
After being thrown, Mini-Faust can be batted by {{clr|5|5D}}, though difficult to time.<br />
<br />
TRIGGERS FOR THE FELLAH:<br />
* Bumping into your opponent.<br />
* Being struck by an opponent's attack.<br />
* Being hit by the explosion from a Bomb.<br />
* Being hit by the explosion from Love.<br />
<br />
1ST PHASE AFTER ACTIVATION:<br />
He stomps the ground, dealing two hits in quick succession. This is followed by a pause where there is a sizeable gap.<br />
<br />
2ND PHASE AFTER ACTIVATION:<br />
Mini-Faust flings himself at the opponent, dealing a number of attacks all at once.<br />
<br />
USES FOR THE FELLAH:<br />
* Coverage for more item tosses<br />
* Coverage for throw attempts<br />
* Scarecrow Crossups<br />
<br />
It is possible to combo into the first sequence of attacks, follow up, and still combo into the second sequence.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>100T Weight</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight_1_Hitbox.png<br />
GGST_Faust_100T_Weight_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236P 100T Weight"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
*Guard Crush on Block (Screen Shake)<br />
*Hard Knockdown on hit.<br />
*Can be batted by {{clr|5|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.<br />
<br />
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.<br />
<br />
Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Trumpet</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Horn.png|Throw your opponent your neutral tool<br />
GGST_Faust_Crowd.png|Then get sad as your kin tramples you over<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Trumpet_Hitbox.png|https://twitter.com/tori3_/status/1408090841516634114?s=19<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Horn"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Counts as an attack for whichever character acquires it.<br />
* Strikes repeatedly and at random intervals for as long as the target is in range.<br />
* Can be batted by {{clr|5|5D}} if you think it's too difficult for your opponent to obtain normally.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Meteors</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors.png|Neutral skipper<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Meteors"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Guard Crush on Block<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, if you want to ''really'' hit them with a meteor.<br />
* Meteors fall in a random order<br />
* May hit from 1 to 5 times, randomly <br />
<br />
Faust throws a molten rock up high off screen. After a comically 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.<br />
<br />
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).<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
<br />
<br />
===<big>Bone-crushing Excitement</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bone-crushing_Excitement_1.png|<br />
GGST_Faust_Bone-crushing_Excitement_2.png|The damage this causes by just hitting your shins is the most realistic thing about this game.<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust Bone-crushing Excitement Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="632146H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
Faust's only invincible reversal. He spots a four leaf clover near the opponent and dives towards it. If they are caught in the dive, he knocks them down. After a graphic animation, Faust reappears in front of them. If done close to the wall, the wall will break, granting Faust a hard knockdown.<br />
<br />
If the dive hits as an OTG the full animation will not initiate, dealing only the initial portion of the super damage and leaving Faust very punishable.<br />
<br />
If used to break the wall, Faust can get a safejump after the hard knockdown, although this safejump is hard to execute against faster reversals.<br />
<br />
If the super doesn't break the wall, you have time for a meaty {{clr|3|c.S}}, but not enough time for a safejump. You can also OTG {{clr|5|2D}}, if it's needed to finish off an opponent.<br />
<br />
This super has much longer startup than most supers, so it's liable to be blocked against fast-recovery meaty options. However, by using [https://streamable.com/s1hyal PRC to cancel the super during the startup], you gain invulnerability frames to avoid attacks and punish with any option of your choosing (and this only costs 1 meter since the super doesn't actually activate). This is a fantastic reversal option, as you can grab to punish your opponents meaty, while not committing to an attack in case your opponent chose to jump or block to bait a super.<br />
<br />
Because RC startup is not invulnerable, you can get hit out of your PRC if cancel the super too early, or if the opponent chooses a delayed or highly active meaty option. However, because neither your super or your RC had time to complete, you will not spend any meter in that situation. <br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches inside his scrubs to grab 4 items.<br />
*Because there's no item lockout, the resulting situation if you keep pulling items can get very silly.<br />
*Since the buff in 1.10, it can be used to dominate neutral, provided you're far away enough from the opponent or you have gotten a knockdown. Potentially strong option after a successful gold burst. Your mileage may vary depending on the matchup and what items you get.<br />
*If you've previously tossed a Trumpet and have control of it, using this before picking it up guarantees you won't toss another one, which can result in a very favorable situation.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-W-W-W-W-W-W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
*Spend all your bar. Get 10 Items. Big meme.<br />
*Because of high meter gain, this could become an option if you are "playing lame" for the whole match. Faust will usually find safer and better use of meter by exploring other options, however. <br />
*Due to patch 1.10's Gold Burst buff and improved item spread, you could hypothetically do this off of a Gold Burst and get decent results. Even in that situation, it is usually wiser to use the half bar item super instead. <br />
</div><br />
</div><br />
<br />
==External References==<br />
<br />
===Notable Players:===<br />
*'''ApologyMan''' (EN)<br />
::Twitch: [http://twitch.tv/ApologyMan ApologyMan] <br />
::YouTube: [https://www.youtube.com/c/ApologyMan ApologyMan]<br />
::Twitter: [https://twitter.com/ApologyMan @ApologyMan]<br />
<br />
*'''JuxtAPoser''' (EN/HE)<br />
::Twitch: [https://www.twitch.tv/juxtaposertv JuxtAPoserTv] <br />
::Twitter: [https://twitter.com/a_juxt @a_juxt]<br />
<br />
*'''Krackatoa''' (EN)<br />
::Twitch: [http://twitch.tv/krackatoa Krackatoa] <br />
::Twitter: [https://twitter.com/Koryuken @Koryuken]<br />
::YouTube: [https://www.youtube.com/c/Krackatoa Krackatoa]<br />
<br />
*'''RhagTheDucktle''' (EN/PT)<br />
::Twitch: [https://www.twitch.tv/rhagtheducktle RhagTheDucktle]<br />
<br />
*'''Nage''' (JP)<br />
::Twitch: [https://www.twitch.tv/nage_pink nage_pink] <br />
::YouTube: [https://www.youtube.com/channel/UCJTwPjElTtULMosGdilaewQ/featured ナゲ] <br />
::Twitter: [https://twitter.com/nage_pink @nage_pink]<br />
<br />
*'''RF''' (JP)<br />
::Twitch: [https://www.twitch.tv/rfrfrf55 rfrfrf55] <br />
::YouTube: [https://www.youtube.com/channel/UCY5g2Y4Jkk_an4staoAvW6g?view_as=subscriber RF GameCh] <br />
::Twitter: [https://twitter.com/rfrfrf555 @rfrfrf555]<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust&diff=284273GGST/Faust2022-06-15T18:35:01Z<p>Krackatoa: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|update|clarifier=Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.|sticky=1}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Faust is an RNG-powered grappler with a strong, long-range whiff punish game. Thanks to a combination of reach and a powerful command grab, he dominates mid-range across a variety of matchups.<br />
<br />
Faust has great options to contest mid-range, and threatening tools to challenge approach. When he does land a hit, Faust gets a safe opportunity to use {{MMC|input=236P|label=Item Toss}}. If he's lucky, items will cover him for more item tosses, leading to a chaotic gamestate where he wins... statistically.<br />
<br />
One of his win conditions involves inflicting Guard Crush to offer up lopsided mixup situations. His Meteors, 100t Weight, and the explosion that occurs after {{MMC|input=236H|label=lighting an Afro on Fire}}, all induce Guard Crush, granting him access to potent 50/50s.<br />
<br />
Landing {{MMC|input=236H|label=Snip Snip Snip}} offers him some scary sequences that, done correctly, end in a 4-way mixup that is incredibly hard to defend against.<br />
<br />
His defense would probably be considered below average, save for the fact that he has access to {{MMC|input=632146H|label=Super PRC}}, one of the stronger reversal options in the game. When he makes use of it, he gains up to 16f of invuln, followed by a short vulnerable window. This allows him to punch through meaty options reliably on wakeup.<br />
<br />
When he has lots of meter to play with, or secures the meter advantage, Faust becomes a terror. {{MMC|input=236236P|label=W-W-What Could This Be?}} becomes a straightforward way to win neutral, and {{MMC|input=214S|label=Scarecrow}} PRC Snip allows for near-unreactable fullscreen command grabs that come from either direction.<br />
<br />
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 gamestates.<br />
<br />
<br />
| lore = An underground doctor, his past and identity are shrouded in mystery.<br />
<br />
One moment, he'll blurt out something seemingly random, only to offer a philosophical argument for the future of humanity the next.<br />
He once suffered a mental breakdown due to a traumatic experience. Even now, he becomes unstable when something reminds him of that time.<br />
At heart, however, he's a caring and kind person with common sense.<br />
| summary =, classified as a ''Unique'' type, is a bizarre underground doctor who misleads the opponent with tricky moves.<br />
| pros = <br />
*'''Good Buttons and Pressure:''' Faust has a decent array of pokes to keep the opponent on their toes and to cover thrown items. He also has a [[GGST/Faust#Snip Snip Snip|command grab]] to capitalize once they start blocking. The length of his attacks means they're hard to outmaneuver on the ground, so the opponent might feel forced to block or go for riskier counterplay.<br />
*'''Scary with the Meter Advantage:''' {{MMC|input=236236P|label=Item Super}}, {{clr|K|{{MMC|input=j.2K|label=j.2K}}}} and [[GGST/Faust#Scarecrow|Scarecrow]] become very strong once Faust has 50% tension to spare. With meter, Scarecrow PRC allows Faust to teleport almost instantly, which is immensely useful as both a pressure/mixup option and as a way to reposition safely. <br />
*'''Item Throw:''' Faust's [[GGST/Faust#What Could This Be?|item toss]] allows him to create extremely favourable situations off stray hits. While they can backfire, items will usually provide you an additional threat for the opponent to deal with, greatly enhancing both his pressure and zoning capabilities.<br />
*'''Unusual Hurtbox:''' Faust can crawl under certain moves with his crouching block or walk (the 1 or 3 inputs, respectively); this allows him to low profile many attacks in the game, and opens up whiff punish opportunities other characters don't have access to.<br />
<br />
| cons = <br />
*'''Weak to Movement:''' Faust's longer pokes, such as far.S, {{clr|H|2H}} and even moves like {{clr|P|2P}} are weak to fast, safe forward movement, notably the kind seen by characters with quick runs. Dash macro into block can upset the spacing on these moves quite reliably, netting the opponent a decent amount of frame advantage alongside strong spacing.<br />
*'''Unusual Hurtbox:''' Faust is larger and wider than other characters in the air, he's also taller vertically compared to other characters when standing or in standing guard. This can make navigating certain situations trickier than normal, and he's more prone to instant overhead setups.<br />
*'''Volatile:''' Because Faust's win conditions are centered around command grabs and items, it can be tough to establish yourself early on in the match against conservative approach. Item Toss is too risky to throw out without a guaranteed hit/situation and grabs, by their nature, are risky against skilled opponents.<br />
*'''Item Throw:''' Sometimes you'll throw [[GGST/Faust#Horn|Trumpet]] at your opponent and be really sad.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
}}<br />
{{FP Box|header=GGST Faust Character Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|bWS5_41YGyQ|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P.png|ggs shake my hand<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P_Hitbox.png<br />
GGST_Faust_5P_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's fastest normal. Deceptively good range for a 5 frame button. Great for challenging small gaps or stuffing approaches in neutral.<br />
<br />
Can gatling into {{clr|1|6P}} for a confirm into Item Toss. <br />
<br />
In situations where you don't have time to confirm, or spacing is not favourable, gatling into {{clr|1|2P}} at max distance to create a neutral situation for yourself.<br />
<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong space control tool, useful for counterpoking as well as checking forward movement, with low whiff recovery. <br />
<br />
Hits all characters crouching, but due to the shape of hitbox, will need to be a little closer to catch some of the smaller characters in the roster.<br />
<br />
Faust's hurtbox is incredibly tall during this move, so he's open to attacks from above as well, however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.<br />
<br />
If it stuffs an air approach, it can combo into {{clr|4|6H}}, letting Faust gain space and throw items. However, it is prone to whiffing at some spacings.<br />
<br />
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 options might be lacking. In combos it can be used to bounce an airborne opponent off of the wall, often to connect a {{clr|4|6H}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_c.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_cS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Faust's highest reward and go-to pressure starter to check throw escape attempts.<br />
<br />
Plus on air block, leads to some of Faust's highest damage conversions at mid-screen and corner.<br />
<br />
Minus on normal block, but gatling options such as {{clr|3|f.S}}, {{clr|3|2S}} and {{clr|4|5H}} allow you to trap attempts to challenge Faust afterwards.<br />
<br />
Jump cancellable, allowing for BRC extensions similar to {{clr|2|5K}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_f.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_FS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's longest reaching poke. Usually gatlings into {{clr|4|2H}} if you're in range to do so - however, {{clr|4|2H}} will whiff at max distance. If you're in that max range zone, you'll want to let the {{clr|3|f.S}} recover raw or cancel into Item Toss/Scarecrow, depending on the matchup.<br />
<br />
Off stray anti-airs at a distance, sometimes {{clr|3|f.S}} > Item Toss as a juggle is all you can get.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H.png<br />
GGST_Faust_5HH.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H_1_Hitbox.png<br />
GGST_Faust_5H_2_Hitbox.png<br />
GGST_Faust_5H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=5H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5HH}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5HH"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Pressing {{Prompt|GGST|H}} again after a successful grounded hit will perform a follow-up attack that scores a hard knockdown.<br />
<br />
A peculiar move that has high payoff on counter-hit. <br />
<br />
In the corner, the follow-up leads to a very high ground bounce, letting you continue the combo if there isn't too much scaling.<br />
<br />
An incredibly strong counterpoke in and around {{clr|1|2P}} range, with a disjointed hitbox towards the tip. In combos, routing into {{clr|4|5H}} can net a tricky conversion into Scalpel, making small counter-hits turn into homerun wallbreaks easily.<br />
<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;Uncharged Dust<br />
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float<br />
* Causes 80% proration on-hit<br />
<br />
Universal overhead attack that's pretty fast. You'll want to keep your meter to convert off the uncharged version in pressure. Particularly potent when the opponent has a burning afro applied and commits to crouch blocking, where this move may break open their defense long enough for it to explode and allow Faust to continue pressure. Can followed up from {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for a mixup.<br />
<br />
Has a special interaction with several of the items Faust can throw as well. Striking certain items with his {{clr|5|5D}} before they hit the ground will bat them towards your opponent, with questionable benefit depending on the item.<br />
----<br />
;Charged Dust<br />
* Charged dust leads to soft knockdown (+36).<br />
* Holding up during the hitstop frames of charged dust will activate homing jump:<br />
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.<br />
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).<br />
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.<br />
<br />
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.<br />
<br />
Faust's fully charged {{clr|5|5D}} 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 will net you little to no benefit at all.<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="2" |'''Faust 5D Reflectable Projectiles Table'''<br />
|-<br />
!Character<br />
!Move<br />
|-<br />
|{{Character Label|GGST|Anji Mito|label=Anji Mito}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}<br />
<br />
|-<br />
|{{Character Label|GGST|Axl Low|label=Axl Low}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Baiken|label=Baiken}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.214p|label=Shuriken}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} actually reflects it instead.<br />
<br />
|-<br />
|{{Character Label|GGST|Faust|label=Faust}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=j.236P|label=Love}} / {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P (With Afro)|label=Love (With Afro)}} ''(Projectile only.)''<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=236P|label=What Could This Be?}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Hammer|label=Hammer}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Meteors|label=Meteors}} ''(Will usually reflect only 1, you will get hit by the rest.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Giovanna|label=Giovanna}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Happy Chaos|label=Happy Chaos}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|I-No|label=I-No}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214P|label=Antidepressant Scale {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=I-No|input=j.214P|label={{clr|1|j.214P}}}}<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=632146S|label=Ultimate Fortissimo}} ''(Projectile follow-up only.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Jack-O|label=Jack-O'}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Jack-O|input=j.D|label={{clr|5|j.D}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge {{clr|3|j.236S}}}} / {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236H|label={{clr|4|j.236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde {{clr|3|[4]6S}}}} / {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label={{clr|4|[4]6H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|May|label=May}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=May|input=214P|label=Arisugawa Sparkle {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=May|input=214K|label={{clr|2|214K}}}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} can reflect it too, if timed properly.<br />
<br />
|-<br />
|{{Character Label|GGST|Millia Rage|label=Millia rage}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=Tandem Top {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Potemkin|label=Potemkin}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Potemkin|input=Reflect Projectile|label=F.D.B. (Projectile)}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=Bajoneto {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}}}} ''(Follow-up explosion only, nullifies it.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}<br />
<br />
|-<br />
|{{Character Label|GGST|Testament|label=Testament}}<br />
|<br />
*''TBD''<br />
<br />
|-<br />
|{{Character Label|GGST|Zato-1|label=Zato-1}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a lot!"}} ''(Will reflect only 1, and in most cases the remaining drills will still hit you.)''<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=22H|label=Invite Hell}} ''(Nullifies it.)''<br />
<br />
|}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2P.png|How to roundstart 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Low poke that leaves Faust even on hit. Plays an important role in Fausts zoning game, as it's speed and recovery makes it a low risk (albeit low reward) way to stuff approaches.<br />
Can be used as a hedge to challenge the ground while leaving yourself available to challenge opponents that might jump.<br />
<br />
You can also use this to end strings from {{clr|1|5P}} to restablish yourself when pressured, if you can't confirm {{clr|1|5P}}>{{clr|1|6P}}. <br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1_Hitbox.png<br />
GGST_Faust_2K_2_Hitbox.png<br />
GGST_Faust_2K_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
3 hits total. Faust's go-to low option. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into {{clr|5|2D}} for a knockdown as a confirm.<br />
<br />
Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so. At very close spacing, can be used as a tick throw setup into Snip Snip Snip.<br />
<br />
The 1st hit is a mid located above Faust's head. This hit will usually whiff if {{clr|2|2K}} is not done point blank, making the move effectively 8F startup in most situations.<br />
<br />
The 1st hit can also be used as situational anti air for opponents directly above your head, in cases where {{clr|1|6P}} would whiff and {{clr|3|2S}} would be too slow. However, due to the 2 active frames and lack of disjoint, it is not a reliable anti air for most situations.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S.png|"Did you die?" "Sadly, yes... but I lived!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S_1_Hitbox.png<br />
GGST_Faust_2S_2_Hitbox.png<br />
GGST_Faust_2S_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
High reward anti-air. Relatively slow, and only gains disjoint in the later part of the hitbox. Can be liable to trade. A go-to frame trap option from a {{clr|3|c.S}} starter, allowing for a full conversion into [[{{PAGENAME}}#Thrust|Thrust]] on counter hit. Can be used during okizeme to simultaneously hit meaty and cover backdash, where {{clr|3|c.S}} only has a 2f window to do this.<br />
<br />
Hitbox appears on both sides of Faust, can be good for air attacks directly above your head where {{clr|1|6P}} is liable to whiff -- however, its slow startup often means you have to use it preemptively. Beware of observant players baiting this out.<br />
<br />
Will dispatch any Bombs hit to above the visible screen, creating set-ups with K Scarecrow as it can ricochet the Bomb on the way down for safe pressure and combos. The Bomb will also likely hit the opponent should they attempt to punish Scarecrow. Faust can also let the Bomb 'cook' before hitting it for a gimmicky anti-air attempt that yields high reward.<br />
<br />
Launches on hit, which can be followed up with [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]] or with item toss, as it will combo into a weight or a hammer (depending on the matchup) for a midscreen wallbreak for 50 bar.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2H.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A far-reaching unreactable low that challenges forward movement.<br />
<br />
If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.<br />
<br />
If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2D.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A typical sweep that grants a hard knockdown.<br />
<br />
{{clr|2|2K}} > {{clr|5|2D}} > Item Toss is a go-to string when confirming from {{clr|2|2K}}, as you still have time to meaty after throwing an item. You can frame trap from {{clr|2|2K}} using this move.<br />
<br />
Do not attempt to sweep into [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]], as it'll only deal 50 damage and not initiate a cinematic nor break the wall.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6P.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_6P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Dominant anti-air option with lots of upper body invuln. Grants a safe item toss on hit, and offers combo potential on counterhit.<br />
<br />
On airblock, pops up and leads to airblocked Mix Mix Mix (Which is plus.)<br />
<br />
Not very good at covering behind Faust, and may struggle to anti-air deep airdashes that pass over your head.<br />
<br />
Faust's {{clr|1|6P}} has far more recovery than most other characters, so its use as a counter poke in neutral is limited.<br />
<br />
This move was recently patched (v1.10) to make chaining and comboing from 5P more consistent, by increasing the lower hitbox forward.<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H_1_Hitbox.png<br />
GGST_Faust_6H_2_Hitbox.png<br />
GGST_Faust_6H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead, great counter-hit button. Deceptively good prediction whiff punish. Huge aerial hitbox.<br />
<br />
Confirms into Scalpel on counter-hit. You'll want to wait when you {{clr|4|6H}} so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option. <br />
<br />
Should an air bounce occur, combos into {{clr|2|214K}}. You can also PRC for a corner combo that will likely break the wall.<br />
<br />
Doesn't combo into anything at a distance on normal ground hit. When using combos that don't push you far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into {{clr|3|214S}} to ensure you don't run out of time.<br />
<br />
Super risky if you don't get the counter-hit or the air hit. Consider saving tension so you can PRC out of this move if needed.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.P.png | [https://imgur.com/a/N6S0pPu TALK TO EM]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JP.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Air option that is very quick to recover. Stray hits will send the opponent away.<br />
<br />
Since {{clr|1|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 {{clr|4|j.H}} at the right heights.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JK.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Can hit a standing opponent while rising (Important for [https://glossary.infil.net/?t=Fuzzy%20Attack f-shiki]). Opponents with an Afro can be hit by {{clr|2|j.K}} while crouching (exceptions: {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Giovanna|label=Giovanna}}, {{Character Label|GGST|Jack-O|label=Jack-O'}}) due to the extended hurtbox, making {{clr|2|j.K}} > {{clr|5|j.D}} an easy unreactable overhead string for setting Afros on fire or starting a combo.<br />
<br />
Often used to cover Faust landing in situations where {{clr|5|j.D}}/{{clr|3|j.S}}/{{clr|1|j.236P}} would be too slow.<br />
<br />
Can combo into {{clr|5|j.D}}, {{clr|1|j.236P}} or MixMixMix on air hit, although those may drop depending on the spacing.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|2|j.2K}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A very deep and low-hitting jump-in. Slower to get out than your {{clr|2|j.2K}} and {{clr|5|j.D}}. Chains into {{clr|4|j.H}}, and sets up a fairly favourable situation when you do so.<br />
<br />
Airdash cancellable.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H_1_Hitbox.png<br />
GGST_Faust_j.H_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Long dominant aerial poke. Rising {{clr|4|j.H}} is great for meeting opponents hanging out at the top of the screen. Doing a falling {{clr|4|j.H}} takes a little longer, but the large amount of active frames make it especially hard to contest should you get it out.<br />
<br />
Wallbounce property makes it a crucial tool in his corner combos. With it's airdash cancel and counter-hit properties, air-to-air {{clr|4|j.H}} can easily confirm into a full combo, provided you are close enough to the corner.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.D.png|Set that funk on fire<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JD.png|Set that funk on fire<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
A deep-hitting jump-in attack that can easily ignite the Afro.<br />
<br />
Should it hit the opponent when Afro is applied, the opponent is launched into the air for a full combo. Making them block {{clr|5|j.D}} with an Afro on is also strong, as they must deal with the threat of a delayed explosion while Faust continues pressure. <br />
<br />
Faust's hurtbox extends into the hitbox below him at the injection site.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_j2K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A strong poke that is quite likely to win an exchange, however, it's recovery and low hitstun make it risky to use without RC. With RC, however, it leads to all sort of conversions and pressure opportunities, on hit or block.<br />
<br />
Jumping into immediate {{clr|2|j.2K}} is a very low risk option to stuff approaches in neutral. When done as low as possible, it is very safe on block, up to +2 if its blocked low enough (although it is usually slightly minus on block).<br />
<br />
If used from high up, it is minus on hit if not cancelled. Cancelling it into Love and sometimes threatening with a cancel into Mix Mix Mix will keep it hard to challenge in certain matchups.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Ground Throw.png|nom-nom-nom<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6D or 4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Leaves the opponent in front of Faust in an OTG-able state. Can give a safejump if you OTG with close slash and jump cancel into a low airdash. Alternatively, you can throw an item and still have time to meaty. Paired with 214S & PRCC lets you ground throw from anywhere almost instantly.<br />
<br />
Long 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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.6D or j.4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Faust hucks the opponent downwards.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
<br />
===<big>Thrust</big>===<br />
<span class="input-badge">'''{{clr|2|41236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
<br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Thrust.png| Hook,<br />
GGST_Faust_Pull_Back.png| Line<br />
GGST_Faust_Home_Run.png| and Sinker<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_41236K_1_Hitbox.png<br />
GGST_Faust_41236K_2_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Pull Back|subtitle=Thrust -> 4}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Home Run!|subtitle=Pull Back -> H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4 H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
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 towards him for a follow-up golf swing. Pressing {{Prompt|GGST|H}} right before the opponent hits the ground sends the opponent flying away from Faust. There are three possible outcomes from this follow-up attack:<br />
<br />
* 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. <br />
<br />
* Sweetspot: Action lines around the screen will indicate a successful hit, and the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall if in range. <br />
<br />
* Sourspot: The opponent falls out of the launcher for a soft knockdown. The golf club may hit the opponent as they fall. <br />
<br />
Thrust shines when used as a preemptive punish at range versus movement. Off air-hit {{clr|4|6H}} or counter-hit {{clr|4|6H}}, this will be your main meterless conversion tool, but you'll want to eyeball the timing for the different kinds of {{clr|4|6H}} hits. Also useful as a frame trap option for various strings. In specific (yet not uncommon) situations where a Bomb is active near Faust, the Bomb can be launched with the opponent and explode in the air, dealing additional damage and potentially leading into a conversion.<br />
<br />
Pullback can be cancelled into either of Faust's Overdrives, although [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]] will only initiate a cinematic if you time it right (as the opponent is falling and is above Faust's head at the time of activation). Cancelling it into Wheelchair is a decent option select for bursts and nets good damage and oki for the price of meter. Cancelling it into [[{{PAGENAME}}#W-W-What Could This Be?|W-W-What Could This Be?]] yields variable results, but gives your opponent less space to play around the Items that appear. Also, due to a bizarre bug, Faust is unaffected by any peels that come out this way.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be.png| 何が出るかな?<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be_Hitbox.png| <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches into his scrubs and grabs an [[GGST/Faust#Items|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.<br />
<br />
With the exception of Meteor, items are thrown a set distance. This distance can be broken down into close/medium/far ranges. <br />
<br />
Far: Trumpet, Afro, Mini Faust<br />
<br />
Medium: Bomb, Donut, 100T Weight<br />
<br />
Close: Banana (and Peel), Hammer<br />
<br />
Items will also bounce slightly off the wall if you're throwing items at a cornered opponent for pressure.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Mix Mix Mix</big>===<br />
<span class="input-badge">'''{{clr|3|236S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust 236S.png| Faust taking inspiration from Zato's theme<br />
</gallery><br />
<br />
|-|<br />
Hitbox=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236S_Hitbox.png|<br />
</gallery><br />
</tabber><br />
<br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="236S" or input="j.236S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<br />
<br />
<nowiki>*</nowiki>''Knockdown/Ground bounce on Hit''<br />
<br />
Faust rises forward into the air while mixing 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.<br />
<br />
If the opponent airblocks this, Faust is plus and gets the chance to continue pressure with his faster normals. The exact frame advantage varies by height, but he's usually +5 or so.<br />
<br />
Can be used as a frame trap tool, but the long startup means it can't always frame trap faster buttons. Also useful as an opportunistic escape from gaps in corner pressure, especially when used out of a super jump; however, this may leave Faust open to being chased down and punished on landing, so consider using Love beforehand to force the opponent to waste time blocking it (or use RC at the end to make it safe). This strategy is most effective against characters who have trouble chasing fullscreen, such as Potemkin.<br />
<br />
====Mix Mix Mix Loop====<br />
<br />
If Faust is low to the ground when he leaves MMM, he recovers fast enough to link a button, provided gravity scaling mid-combo is not too severe.<br />
<br />
In order to loop:<br />
<br />
* Faust must be low to the ground (Hold 3).<br />
* You want to be holding 3 going into the first hit.<br />
* You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a c.S pickup.<br />
* If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.<br />
<br />
Example Input: 2H > 236S[3]...[1] > c.S<br />
<br />
Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.<br />
<br />
Moves like cS, 5K, and 2K's first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of 2K) before you can no longer loop from MMM.<br />
<br />
Jump-ins (jK, jH, jS, jD) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH jD > MMM), lest gravity scale too high.<br />
<br />
This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit 5P>5K>MMM or air-hit 2P>5K>MMM.<br />
<br />
Moves like 6P or 2K's later hits scale gravity too harshly to allow any pickup post Mix Mix Mix. <br />
<br />
=====Summary:=====<br />
<br />
If you're using optimal starters such as 5K, cS, or 2K(1): you do not necessarily need to worry about gravity in your starter in order to loop.<br />
<br />
If you're '''not''' using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.<br />
<br />
For that reason, air-to-air normals or 5P>5P>6P air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.<br />
<br />
=====Bonus Stupid Thing=====<br />
If the opponent is caught too high above MMM, the last hit will whiff, and you get no ground bounce.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Snip Snip Snip</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Snip_Snip_Snip_wiff.png|'''Whiff'''<br />
GGST_Faust_Snip_Snip_Snip_hit.png|'''Hit'''<br />
GGST_Faust_Afro_Debuff.png|'''Afro'''<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236H_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
*Knockdown on Hit<br />
*Marginally longer range than Ground Throw<br />
<br />
Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an [[{{PAGENAME}}#Afro|Afro]]. The opponent is also knocked down, granting Faust time to continue his offense. <br />
<br />
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.<br />
<br />
The knockdown from this move has a faster recovery than from Ground Throw. However, since the buff in 1.10, he has time to safe jump vs all reversals, including 7 frame reversals. <br />
</div><br />
</div><br />
<br />
===<big>Love</big>===<br />
<span class="input-badge">'''{{clr|1|j.236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love.png| The last moments before the Counter Hit Incident<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love_hitbox.png|First active frame and trajectory to final before explosion<br />
GGST_Faust_Afro_Love_hitbox_.png|Afro Love bounce trajectory<br />
GGST_Faust_Love_hitbox_2.png|Explosion!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Love! explosion hits both players <br />
* Afro Love! explosion hits the opponent only, Guard Crush on block<br />
* Both explosions trigger Mini Faust and ignite Afros<br />
* Counter Hit state during the full animation<br />
* Connecting with only the explosion (not the initial hit of the bag falling) deals 40 damage<br />
<br />
Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion will affect Faust on hit or block if Faust is he too close to the explosion. Significant frame advantage on block for both players. <br />
<br />
If Faust is wearing an [[{{PAGENAME}}#Afro|Afro]] (his own or from an opposing Faust), he can unleash Afro Love! (Afro Bomb, Frobag, etc.) a more powerful version of Love! with longer range, a higher bounce arc and a wider bomb explosion. It deals almost double the damage on hit and inflicts Guard Crush on block. This version bounces on the ground twice before reaching the opponent, and will bounce off-screen instead of hitting the wall. <br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Scarecrow</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}} (Hold OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Scarecrow_Formation.png|P, K, and S<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_214PK_Hitbox.png|P and K<br />
GGST_Faust_214S_Hitbox.png|S<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="214P" or input="214K" or input="214S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* Values in brackets ([]) represent full charge<br />
<br />
A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent. <br />
<br />
*{{clr|1|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. If the opponent is cornered, Faust's scarecrow appears in front of them and does not take the corner.<br />
<br />
*{{clr|2|214K}}: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow pushes them out of the corner and appears behind them.<br />
<br />
*{{clr|3|214S}}: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Once he lands, he contorts his body to roll away from the opponent in a recovery animation.<br />
<br />
Note that for both {{clr|1|214P}} and {{clr|2|214K}}, the opponent will always turn to face the correct scarecrow as soon as you move, so be sure to have meter or items ready to cover your back.<br />
<br />
All versions can be charged. The charged versions are safer/more advantageous on block and hit. {{clr|3|214[S]}} (Overhead) is still unsafe, while {{clr|1|214[P]}} and {{clr|2|214[K]}} versions are plus on block. On hit, {{clr|1|214[P]}} and {{clr|2|214[K]}} can also cause a wallbounce close to the corner.<br />
<br />
All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, {{clr|3|214S}} can be used to avoid getting hit by certain long range attacks or overdrives, as Faust will be off the screen for a while before re-entering, and against advancing attacks/overdrives will often land behind the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Crawl</big>===<br />
<span class="input-badge">'''1 or 3'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Crawl.png|swiggity swooty <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_Crawl.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
Instantly shrinks Faust's hurtbox. This allows you to shrink down under certain attacks. Both crawl directions have the same hurtbox; however, due to the proximity block mechanic, back crawl will not low profile an attack or projectile if it connects as part of a blockstring.<br />
<br />
For a comprehensive list of attacks, see [https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qcEV2EDnGienJB8UTcbuEg here] (and make sure to support the poster!).<br />
<br />
For visual crawling guides, see [https://www.youtube.com/playlist?list=PLkDgiCh4D2G_Wxlw3W9TDkQjFb_237M3T here]<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="6" | Moves Faust Can Crawl Under '''{{clr|4|(WARNING! THE TABLE IS VERY LARGE!)}}'''<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
<!-- SOL--><br />
|-<br />
| rowspan="11"|{{Character Label|GGST|Sol Badguy|label=Sol}} || {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|3|6S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can be back crawled at the farthest distances<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.H|label={{clr|3|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=41236H|label=Fafnir ({{clr|4|41236H}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Punish with 5k-2D, snipsnipsnip<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label=Bandit Revolver ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Follow-up can be forward crawled<br />
|-<br />
<!-- Ky--><br />
| rowspan="11" | {{Character Label|GGST|Ky Kiske|label=Ky}} || {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge ({{clr|1|236236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!--May--><br />
| rowspan="7" | {{Character Label|GGST|May|label=May}} || {{MiniMoveCard|game=GGST|chara=May|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=May|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=236236S|label=Great Yamada Attack ({{clr|3|236236S}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Full/mid screen Faust can run under until the whale lands<br />
<!--Axl--><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Axl Low|label=Axl}} || {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6K|label={{clr|2|6K}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=2S|label={{clr|3|2S}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.P|label={{clr|1|j.P}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || Chain dead-zone can be ducked but not the blade<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber ({{clr|4|j.623H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at minimum height<br />
|-<br />
<!-- Chipp--><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou ({{clr|3|236S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu (~{{clr|2|236K}})}} ||| {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai (~{{clr|3|236S}})}} will force Faust to block low<br />
<!-- Pot --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Potemkin|label=Potemkin}} || {{MiniMoveCard|game=GGST|chara=Potemkin|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=2H|label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl when close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=63214S|label=F.D.B. ({{clr|3|63214S }})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl if a low-projectile is reflected<br />
<!-- Fuast --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Faust|label=Faust}} || {{MiniMoveCard|game=GGST|chara=Faust|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5H|label={{clr|4|5H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label=Thrust ({{clr|2|41236K}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Millia --><br />
| rowspan="8" | {{Character Label|GGST|Millia Rage|label=Milla}} || {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Tandem Top {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Zato --><br />
| rowspan="7" | {{Character Label|GGST|Zato-1|label=Zato}} || {{MiniMoveCard|game=GGST|chara=Zato-1|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=2H|label={{clr|4|2H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be crouched point-blank<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Ram --><br />
| rowspan="7" | {{Character Label|GGST|Ramlethal Valentine|label=Ram}} || {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.D|label={{clr|5|j.D}}}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can be crawled but back part of hitbox cannot<br />
|-<br />
| Bajoneto {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|4|H}} version cannot be back-crawled in a block string - must switch to forward crawl. Low explosion cannot be crawled.<br />
|-<br />
<!-- Leo --><br />
| rowspan="9" | {{Character Label|GGST|Leo Whitefang|label=Leo}} || {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=632146H|label=Leidenschaft des Dirigenten ({{clr|4|632146H}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl first hit<br />
|-<br />
<!-- Nago --><br />
| rowspan="8" | {{Character Label|GGST|Nagoriyuki|label=Nago}} || {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Use caution to not crawl into {{clr|3|c.S}} range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H Level 1 |label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Delay - {{clr|4|2H}} is very active<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Gio --><br />
| rowspan="11" | {{Character Label|GGST|Giovanna|label=Gio}} || {{MiniMoveCard|game=GGST|chara=Giovanna|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label=Sol Poente ({{clr|3|214S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Will only whiff if Faust switches sides during cross-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Trovão ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
<!-- Anji --><br />
|-<br />
| rowspan="6" | {{Character Label|GGST|Anji Mito|label=Anji}} || {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu ({{clr|1|236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Pressing a button to punish might make the butterfly hit<br />
<!-- Ino --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|I-No|label=I-No}} || {{MiniMoveCard|game=GGST|chara=I-No|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love {{clr|2|214K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.236H|label=Sultry Performance {{clr|4|j.236H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}}|| {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=632146S |label=Ultimate Fortissimo {{clr|3|632146S }}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Ground version can be crawled after blocking start-up hit. TK fortissimo cannot be crawled.<br />
|-<br />
<!-- Goldlewis --><br />
|-<br />
| rowspan="7" | {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} || {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6H|label={{clr|4|6H}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || cannot switch directions during crawl<br />
<!-- Jack-O --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Jack-O|label=Jack-O}} || {{MiniMoveCard|game=GGST|chara=Jack-O|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=2S|label={{clr|3|2S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be ducked up close/on start-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant ({{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be ducked where servant lands<br />
<!-- Happy Chaos --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Happy Chaos|label=Happy Chaos}} || {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6S|label={{clr|3|6S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire ({{clr|4|]H[}})}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can track Faust while crawling making crawling while gun is drawn dangerous<br />
<!-- Baiken --><br />
|-<br />
| rowspan="11" | {{Character Label|GGST|Baiken|label=Baiken}} || {{MiniMoveCard|game=GGST|chara=Baiken|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=6K|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl from IAD height<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|3|41236S}}}} / {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|4|41236H}}}}) || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari Follow-up ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236H~H|label={{clr|4|41236H~H}}}}) || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kenjyu ({{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label={{clr|1|214214P}}}}) || {{clr|3|'''✓'''}} || {{clr|2|'''?'''}} || {{clr|3|'''✓'''}} || Explosion cannot be crawled<br />
|-<br />
<!-- Testament --><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Testament|label=Testament}} || {{MiniMoveCard|game=GGST|chara=Testament|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
|}<br />
[https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qg4Tn6QyBieTXb8EeRzQ-g Table Ref.]<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Items==<br />
===<big>Bomb</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb_Hitbox.png|<br />
GGST_Faust_Bomb_1_Hitbox.png|Initial explosion size<br />
GGST_Faust_Bomb_2_Hitbox.png|<br />
GGST_Faust_Bomb_3_Hitbox.png|Maximum expanded explosion size<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Bomb"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Explosion triggers Mini Faust<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, allowing you to send it towards your opponent without waiting for it to land first<br />
* Striking the bomb extends the active frames and hitstop of the attack used<br />
<br />
Classic Faust item with a new twist. 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.<br />
<br />
You can hit it at varying angles depending on which move you use, for example; {{clr|3|2S}} will send it extremely high up and often times will catch jump ins from the other side of the screen. Keep in mind though that your opponent can also hit the bomb back, so time your attacks right using moves with minimal recovery frames, like {{clr|1|2P}} or {{clr|1|5P}} to catch them off guard. Try to place the bomb well-above the opponent's head or behind them so it can't be contested before it explodes.<br />
<br />
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.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Banana</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Banana.png|Banana<br />
GGST_Faust_Banana_Peel.png|Peel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Banana"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent. Also works if Faust only throws the peel.<br />
<br />
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. <br />
<br />
It is also possible for Faust to randomly toss a lone peel, which makes oki and pressure with it more straightforward. <br />
<br />
If either a peel or a full banana are out, the chances of Faust tossing a novel banana or peel are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Donut</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Donut.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Donut"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent.<br />
<br />
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. <br />
<br />
If a donut is out, the chances of Faust throwing another donut are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Afro</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Afro.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Afro"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, potentially surprising your opponent with a flying afro.<br />
<br />
Falls slowly. Grants whoever touches it a glorious Afro.<br />
<br />
Afro extends the wearer's hurtbox upwards at all times except when landing during blockstun. A character wearing an Afro [https://twitter.com/MrAnnual/status/1418379278866165766 loses upper body invincibility on their {{clr|1|6P}}] due to the Afro's hurtbox. Characters with Afros on become susceptible to [https://glossary.infil.net/?t=Fuzzy%20Attack instant overhead setups]. Faust, luckily, is quite low during his crouch animation, so he's less affected.<br />
<br />
Moves with fire properties, such as {{clr|5|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. This delayed explosion guard-crushes the opponent. In both cases, the explosion launches the Afro'd player upwards for a combo on hit. The explosion only affects the Afro'd character.<br />
<br />
The Afro explosion causes Guard Crush, denying the victim throw protection on block.<br />
<br />
If an Afro'd character blocks a total of 10 hits, the Afro will disappear.<br />
<br />
If Faust uses [[{{PAGENAME}}#Love|Love!]] with an Afro on, the move gains additional properties, <br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Hammer</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer_Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Hammer"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, allowing Faust to use a thrown Hammer more aggressively.<br />
* Can hit immediately at point-blank range on {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Anji Mito|label=Anji}}, {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +21 on hit.<br />
<br />
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.<br />
<br />
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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Mini Faust</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust.png| Can I buy one of these?<br />
GGST_Faust_Small_Faust_Walk.png| It's alive?<br />
GGST_Faust_Small_Faust_Angry.png| And it hungers for blood!<br />
GGST_Faust_Small_Faust_Attack.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust_Walk_Hitbox.png|<br />
GGST_Faust_Small_Faust_Attack_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Mini Faust"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mini Faust, after landing simply walks around back and forth harmlessly until he is triggered into action.<br />
<br />
After being thrown, Mini-Faust can be batted by {{clr|5|5D}}, though difficult to time.<br />
<br />
TRIGGERS FOR THE FELLAH:<br />
* Bumping into your opponent.<br />
* Being struck by an opponent's attack.<br />
* Being hit by the explosion from a Bomb.<br />
* Being hit by the explosion from Love.<br />
<br />
1ST PHASE AFTER ACTIVATION:<br />
He stomps the ground, dealing two hits in quick succession. This is followed by a pause where there is a sizeable gap.<br />
<br />
2ND PHASE AFTER ACTIVATION:<br />
Mini-Faust flings himself at the opponent, dealing a number of attacks all at once.<br />
<br />
USES FOR THE FELLAH:<br />
* Coverage for more item tosses<br />
* Coverage for throw attempts<br />
* Scarecrow Crossups<br />
<br />
It is possible to combo into the first sequence of attacks, follow up, and still combo into the second sequence.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>100T Weight</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight_1_Hitbox.png<br />
GGST_Faust_100T_Weight_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236P 100T Weight"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
*Guard Crush on Block (Screen Shake)<br />
*Hard Knockdown on hit.<br />
*Can be batted by {{clr|5|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.<br />
<br />
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.<br />
<br />
Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Trumpet</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Horn.png|Throw your opponent your neutral tool<br />
GGST_Faust_Crowd.png|Then get sad as your kin tramples you over<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Trumpet_Hitbox.png|https://twitter.com/tori3_/status/1408090841516634114?s=19<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Horn"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Counts as an attack for whichever character acquires it.<br />
* Strikes repeatedly and at random intervals for as long as the target is in range.<br />
* Can be batted by {{clr|5|5D}} if you think it's too difficult for your opponent to obtain normally.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Meteors</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors.png|Neutral skipper<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Meteors"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Guard Crush on Block<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, if you want to ''really'' hit them with a meteor.<br />
* Meteors fall in a random order<br />
* May hit from 1 to 5 times, randomly <br />
<br />
Faust throws a molten rock up high off screen. After a comically 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.<br />
<br />
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).<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
<br />
<br />
===<big>Bone-crushing Excitement</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bone-crushing_Excitement_1.png|<br />
GGST_Faust_Bone-crushing_Excitement_2.png|The damage this causes by just hitting your shins is the most realistic thing about this game.<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust Bone-crushing Excitement Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="632146H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
Faust's only invincible reversal. He spots a four leaf clover near the opponent and dives towards it. If they are caught in the dive, he knocks them down. After a graphic animation, Faust reappears in front of them. If done close to the wall, the wall will break, granting Faust a hard knockdown.<br />
<br />
If the dive hits as an OTG the full animation will not initiate, dealing only the initial portion of the super damage and leaving Faust very punishable.<br />
<br />
If used to break the wall, Faust can get a safejump after the hard knockdown, although this safejump is hard to execute against faster reversals.<br />
<br />
If the super doesn't break the wall, you have time for a meaty {{clr|3|c.S}}, but not enough time for a safejump. You can also OTG {{clr|5|2D}}, if it's needed to finish off an opponent.<br />
<br />
This super has much longer startup than most supers, so it's liable to be blocked against fast-recovery meaty options. However, by using [https://streamable.com/s1hyal PRC to cancel the super during the startup], you gain invulnerability frames to avoid attacks and punish with any option of your choosing (and this only costs 1 meter since the super doesn't actually activate). This is a fantastic reversal option, as you can grab to punish your opponents meaty, while not committing to an attack in case your opponent chose to jump or block to bait a super.<br />
<br />
Because RC startup is not invulnerable, you can get hit out of your PRC if cancel the super too early, or if the opponent chooses a delayed or highly active meaty option. However, because neither your super or your RC had time to complete, you will not spend any meter in that situation. <br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches inside his scrubs to grab 4 items.<br />
*Because there's no item lockout, the resulting situation if you keep pulling items can get very silly.<br />
*Since the buff in 1.10, it can be used to dominate neutral, provided you're far away enough from the opponent or you have gotten a knockdown. Potentially strong option after a successful gold burst. Your mileage may vary depending on the matchup and what items you get.<br />
*If you've previously tossed a Trumpet and have control of it, using this before picking it up guarantees you won't toss another one, which can result in a very favorable situation.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-W-W-W-W-W-W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
*Spend all your bar. Get 10 Items. Big meme.<br />
*Because of high meter gain, this could become an option if you are "playing lame" for the whole match. Faust will usually find safer and better use of meter by exploring other options, however. <br />
*Due to patch 1.10's Gold Burst buff and improved item spread, you could hypothetically do this off of a Gold Burst and get decent results. Even in that situation, it is usually wiser to use the half bar item super instead. <br />
</div><br />
</div><br />
<br />
==External References==<br />
<br />
===Notable Players:===<br />
*'''ApologyMan''' (EN)<br />
::Twitch: [http://twitch.tv/ApologyMan ApologyMan] <br />
::YouTube: [https://www.youtube.com/c/ApologyMan ApologyMan]<br />
::Twitter: [https://twitter.com/ApologyMan @ApologyMan]<br />
<br />
*'''JuxtAPoser''' (EN/HE)<br />
::Twitch: [https://www.twitch.tv/juxtaposertv JuxtAPoserTv] <br />
::Twitter: [https://twitter.com/a_juxt @a_juxt]<br />
<br />
*'''Krackatoa''' (EN)<br />
::Twitch: [http://twitch.tv/krackatoa Krackatoa] <br />
::Twitter: [https://twitter.com/Koryuken @Koryuken]<br />
::YouTube: [https://www.youtube.com/c/Krackatoa Krackatoa]<br />
<br />
*'''RhagTheDucktle''' (EN/PT)<br />
::Twitch: [https://www.twitch.tv/rhagtheducktle RhagTheDucktle]<br />
<br />
*'''Nage''' (JP)<br />
::Twitch: [https://www.twitch.tv/nage_pink nage_pink] <br />
::YouTube: [https://www.youtube.com/channel/UCJTwPjElTtULMosGdilaewQ/featured ナゲ] <br />
::Twitter: [https://twitter.com/nage_pink @nage_pink]<br />
<br />
*'''RF''' (JP)<br />
::Twitch: [https://www.twitch.tv/rfrfrf55 rfrfrf55] <br />
::YouTube: [https://www.youtube.com/channel/UCY5g2Y4Jkk_an4staoAvW6g?view_as=subscriber RF GameCh] <br />
::Twitter: [https://twitter.com/rfrfrf555 @rfrfrf555]<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Matchups&diff=283564GGST/Faust/Matchups2022-06-13T01:31:48Z<p>Krackatoa: /* {{Character Label|GGST|Anji Mito|label=Anji Mito}} */</p>
<hr />
<div><center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:right; margin-left:20px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==(Google Doc) Krackatoa's Big Master List of Character Specific Interactions (Safejumps, Afro Hitbox Weirdness)==<br />
[https://docs.google.com/spreadsheets/d/1Y05cuRRe3HNCBp0zybeCAYDokgus6iN-F9W68jgQ5mo/edit?usp=sharing Find the Doc here (Currently updated for 1.17)]<br />
<br />
=={{Character Label|GGST|Sol Badguy|label=Sol Badguy}}==<br />
===Overview===<br />
A delicate matchup. You have the tools to win handily in neutral, but once he gets in, a single frame trap can end your life if you play into it. Don't get counterhit.<br />
<br />
You will rotate between the following: <br />
<br />
* Passive play in order to find whiff punish opportunities, find anti-air opportunities, and goad Sol into staying grounded. <br />
* Swinging preemptively with {{clr|S|f.S}} and {{clr|H|2H}} in order to shut down grounded approach, and to coax Sol into the air or into his various high and low profile attacks (Such as {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}} and {{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}}).<br />
* Preemptively checking Sol's attempts to go after your more committal options with less committal ones. Faust's long {{clr|P|2P}}, {{clr|K|5K}} anti-air, {{clr|H|j.H}} air coverage, and low {{clr|K|j.2K}}.<br />
<br />
A lot of this matchup is understanding when to do nothing, when to swing, and when to keep to low-commit tools.<br />
<br />
====New Player Goals====<br />
As mentioned above, you'll work on understanding when to play reactively while doing nothing, when to swing big buttons, and when to keep to low-commit tools that are unlikely to be whiff punished.<br />
<br />
When using {{clr|P|2P}} to check Sol's forward movement, or if Sol is too close, you need to follow up with repeated {{clr|P|2P}}, otherwise he can mash {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} after being hit. Keep doing it until he's pushed out or starts to challenge with weaker, faster normals. This brings your disjointed {{clr|H|5H}} online as a strong whiff punish.<br />
<br />
Once Sol tries to hedge against your more dominant ground options in neutral, switch things up by playing purely reactively, whether it's to fish for whiff punishment or to anti-air. <br />
<br />
Covering the air with preemptive rising {{clr|H|j.H}} occasionally can act as a strong deterrent to Sol's entire air approach, including Bandit Bringer.<br />
<br />
Don't get counterhit. Easier said than done, but avoid playing into Sol's optimal starters. Giving him easy and rewarding ways to wallbreak is best avoided.<br />
<br />
[[{{PAGENAME}}#Dealing with Bandit Revolver|Learn the situation after Bandit Revolver's first hit]]. Sol's ability to control the second hit means there's no one correct answer in that situation (Reversal {{clr|P|2P}} punishes BR, but can be trapped by the followup).<br />
<br />
[[{{PAGENAME}}#Dealing with Gun Flame|Learn how to shut down blockstrings into Gun Flame]]. Too close and it's unsafe on block thanks to your {{clr|K|5K}}. If Gun Flame is done too far out, a preemptive jump followed by reaction {{clr|K|j.2K}} is available as a punish. Reaction jump into reaction {{clr|K|j.2K}} may be possible.<br />
<br />
===Dealing with Sol Corner Pressure===<br />
The goal here is to not get counterhit, and to avoid getting RISC cranked to a state where you explode off a stray hit. This means putting a priority on not getting cornered early on, so you have meter to defend yourself. This also means you don't want to waste meter throughout the match unnecessarily. <br />
<br />
====The Importance of FD====<br />
If you're cornered with meter, FD reduces RISC gain, creates space, and forces larger gaps or more wasteful plays (Such as Bandit Revolver > RC) if Sol wants to stay in.<br />
<br />
If you don't have meter, challenging gaps gets much trickier for you. The gaps are smaller, so Sol's tick throws and pressure overall becomes harder to deal with. This makes your answers such as jumping, poking or crawling more predictable in their timing and easier to snipe. It's easier for Sol to keep you in place, and RISC gets cranked.<br />
<br />
====Throw Defense====<br />
Tight throw attempts should be challenged with late throw break, fuzzy jump, occasionally {{clr|P|5P}}, occasionally backdash. All the above options hedge a little differently against other options in Sol's close range kit.<br />
<br />
Late Throw Break cannot be counterhit easily, and Fuzzy Jump can't be counterhit at all. Force the Sol to try and play around these two option and you can simplify defense overall. A Sol trying to hedge against both of these will want to leave larger gaps in his pressure in an attempt to bait throw breaks or jumps. This will give you openings to {{clr|P|5P}}/{{clr|K|5K}}.<br />
<br />
====When to Act on Defense?====<br />
Guilty Gear defense is all about acting during gaps.<br />
<br />
Common moments to challenge are as follows:<br />
<br />
* When Sol cancels into Bandit Bringer/Gun Flame/Bandit Revolver. This is usually after a {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} trap on block, but can suddenly come after other normals, depending on the spacing. (See the other sections for more answers)<br />
* When Sol tries to regain lost ground by dashing up after a normal. (Poking out can be good here. {{clr|P|6P}}, {{clr|K|5K}}, {{clr|P|5P}}, {{clr|P|2P}})<br />
* When Sol tries to throw. (Fuzzy jump is strong here. Late Throw Break can be good too if he's using Throw over {{MMC|chara=Sol Badguy|input=623P|label=Wild Throw}})<br />
* When Sol backs off to try and bait you into a bad situation. Maybe he wants to go after your jumping state, or allow you to whiff a Super. (Poking out can work here.)<br />
* When Sol tries to trap you with repeated {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}} (Crawl into Reaction {{clr|P|5P}} or commit to {{clr|P|6P}})<br />
<br />
FD forces Sol to commit sooner than he would like. The gaps he leaves when you're FDing are much larger should he want to stay at a relevant distance.<br />
<br />
====Taking the Throw====<br />
If Sol is not representing Throw, you might avoid fuzzy jumping, mashing {{clr|P|5P}} or looking for Throw Breaks in order to take full advantage of his other options. Crawling gets much stronger if you're not worried about throws.<br />
<br />
It's alright to eat a few throws, they don't do a ton of damage, and the reward you can potentially get when Sol doesn't throw is quite large.<br />
<br />
====Sol's minus moves forcing him to act====<br />
If Sol is representing {{MMC|chara=Sol Badguy|input=2S|label={{clr|S|2S}}}} or {{MMC|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} in a bid to trap you from crawling or mashing, consider it a small victory, as he'll be forced to leave himself minus, or cancel into special moves that are easier to deal with.<br />
<br />
===Dealing with 6S===<br />
Sol {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} is a fairly dominant normal, but has a very extended hurtbox on whiff. This means that if you backdash well out of range at the same time Sol goes to {{clr|S|6S}}, you can freely whiff punish on reaction with {{clr|H|2H}}.<br />
<br />
Backdashing in neutral overall is quite safe, provided Sol doesn't run too deeply before {{clr|S|6S}}. This allows you to upset spacing while also offering up pretty nice punish opportunities. Just be wary of Negative Penalty for backdashing too much.<br />
<br />
If Sol is gunning for your backdash in neutral, his timing for {{clr|S|6S}} is going to be much later and the spacing much deeper. This bolsters your checks against forward movement. {{clr|H|5H}}, {{clr|S|f.S}}, {{clr|H|2H}} and low {{clr|K|j.2K}} become much more threatening, potentially netting you counterhits.<br />
<br />
===Dealing with Gun Flame===<br />
====Gun Flame Up Close====<br />
{{MMC|chara=Sol Badguy|input=236P|label=Gun Flame}} done too closely is unsafe on block, easily punished with {{clr|K|5K}}. A {{clr|K|5K}} done in range that hits a smidge too far out may not combo into anything reliably without RC.<br />
<br />
====Gun Flame at Max Range====<br />
Usually Sol may try to Gun Flame from further out, where it nets him more advantage on block. You can beat this by jumping preemptively and punishing his recovery with {{clr|K|j.2K}}. Gun Flame has full Counterhit Recovery, so the {{clr|K|j.2K}} leads to full combo.<br />
<br />
====Gun Flame in Neutral====<br />
If a Sol is throwing Gun Flame out at a distance as some sort of counterpoke, you can take the opportunity to reposition, or throw an item.<br />
<br />
====Dashing Gun Flame====<br />
Swing {{clr|H|2H}} at him when you see him start running. He'll eat shit.<br />
<br />
===Dealing with Bandit Revolver===<br />
Sol can control whether not to perform the second hit of {{MMC|chara=Sol Badguy|input=236K|label=Bandit Revolver}}. Bandit Revolver with no follow-up is punishable by {{clr|P|2P}}>{{clr|P|6P}}, but that can be trapped by the follow-up. Here are the common situations and followups:<br />
<br />
* Bandit Revolver followed by no extra inputs.<br />
* Bandit Revolver with 2nd hit done tightly.<br />
* Bandit Revolver with the 2nd hit done late.<br />
<br />
After blocking Bandit Revolver, mix it up between reversal {{clr|P|2P}} after the 1st hit, and blocking/crawling into late stand throw, and just blocking outright. This should cover the spread of the above options quite well, and keep Sol guessing.<br />
<br />
===Dealing with Bandit Bringer===<br />
====Bandit Bringer in Neutral====<br />
You can capitalize on {{MMC|chara=Sol Badguy|input=214K|label=Bandit Bringer}}-happy Sols with the occasional preemptive {{clr|K|5K}} and the occasional preemptive {{clr|H|j.H}}. These are high reward options that convert well.<br />
<br />
Low-commit pokes such as {{clr|P|2P}} and {{clr|K|j.2K}} in neutral are very unlikely to lose outright by wayward Bringers.<br />
<br />
====Bandit Bringer in Blockstrings====<br />
Rising j.P trades favourably even against the tightest Bandit Bringers done in blockstrings. It's also very unlikely for a Gun Flame to catch this maneuver.<br />
<br />
Reversal {{clr|K|5K}} is a high damage option but can be clipped or CH by Gun Flame/Revolver<br />
<br />
{{clr|P|6P}} can shut down any attempts to punish your escape with Bandit Revolver. Either the BR is done too tightly to trap you, or you {{clr|P|6P}} through any gap.<br />
<br />
In short, when you're scared of Bringer, use more rising j.P and {{clr|P|6P}} out of block. Depending on spacing and timing, Gun Flame may actually lose to {{clr|K|5K}}.<br />
<br />
====In Summary==== <br />
{{clr|P|6P}} when Gun Flame or hard delays aren't on the table. Rising j.P acts as a nice hedge when Gun Flame is on deck. {{clr|K|5K}} is an outright callout against BB.<br />
<br />
===Dealing with Night Raid Vortex===<br />
{{MMC|chara=Sol Badguy|input=214S|label=Night Raid Vortex}} has a lot of startup. If you're scared of NRV, stay away from the options that get crushed by it, and focus on a toolset consisting of the following options that do well:<br />
<br />
* Low {{clr|K|j.2K}}<br />
* {{clr|H|2H}}<br />
* {{clr|P|2P}}<br />
* {{clr|K|2K}}<br />
<br />
It can be shut down on reaction at fullscreen with {{clr|P|2P}} (And with tight reactions, {{clr|S|2S}}), but in close quarters, you need preemptive reads. Both can be appropriate depending on what else you're trying to beat.<br />
<br />
NRV RC is a common bully option once Sol has 50 bar. Operating with the above list when he's sitting on meter can keep him out. If you hit him before he reaches the PRC window.<br />
<br />
NRV is punishable on block, so if PRC isn't on deck, that's always a great option.<br />
<br />
===Dealing with Volcanic Viper===<br />
It's {{MMC|chara=Sol Badguy|input=623S|game=GGST|label=his DP}}.<br />
====Just Block Lol====<br />
You know, not doing anything is pretty good, but when you need to play around the rest of Sol's kit, sometimes using options that are simply harder to tag is the best you can do. <br />
<br />
====VV In uh... Neutral...====<br />
In neutral, keep to your more constrained, faster normals like {{clr|P|2P}}, or start swinging far reaching attacks such as {{clr|S|f.S}} and {{clr|H|2H}} at a greater distance, to ensure Sol can't get in a meaningful range before letting it rip.<br />
<br />
A Sol doing dash up DP probably isn't blocking.<br />
<br />
====Shutting down Reversal VV====<br />
Small delays in pressure where you block before acting are all you need sometimes in order to bait out a reversal from Sol.<br />
<br />
On his wakeup, you can usually dash up delay throw in order to hedge against wakeup DP and wakeup super together, without giving up the offense.<br />
<br />
====Shutting Down Reversal VV RC====<br />
Staying out of range on his wakeup is an easy way to bait it out. Going for throw/command grab can deny him the chance to RC on block/hit as well.<br />
<br />
===Crawl===<br />
Crawl under {{MMC|chara=Sol Badguy|input=5H|label={{clr|4|5H}}}}, {{MMC|chara=Sol Badguy|input=f.S|label={{clr|S|f.S}}}}, {{MMC|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}}, any hit of Bandit Revolver.<br />
<br />
If you see {{MMC|chara=Sol Badguy|input=5K|label={{clr|K|5K}}}} or {{MMC|chara=Sol Badguy|input=2K|label={{clr|K|2K}}}}, you can safely crawl afterwards unless Sol does something super dumb thanks to limited gatling options after {{clr|K|K}} normals. A hard reaction, but worth it for what you get.<br />
<br />
If you're playing reactively on defense and looking to Crawl, you may consider trying to late throw break should Sol dash up instead.<br />
<br />
===Match Footage===<br />
<br />
===Notes===<br />
<br />
=={{Character Label|GGST|Ky Kiske|label=Ky Kiske}}==<br />
===Overview===<br />
<br />
===New Player Goals===<br />
<br />
===Okizeme===<br />
<br />
====Safejumps and Reversal-Safe Options====<br />
* Timed correctly, Meaty {{clr|K|2K}} goes under {{MMC|chara=Ky Kiske|input=623H|label=Vapor Thrust}}. <br />
* It is also possible to safejump with {{clr|K|j.2K}} and option-select crawl under Vapor Thrust.<br />
<br />
===Dealing with Stun Edge===<br />
<br />
===Dealing with Foudre Arc===<br />
{{MMC|chara=Ky Kiske|input=214K|label=Foudre Arc}} covers a lot of space, but has slow startup. Do a lot of preemptive {{clr|K|j.2K}}, falling {{clr|H|j.H}} and {{clr|K|5K}}. You can {{clr|P|5P}} on reaction if you're a lord.<br />
<br />
===Dealing with Air Stun Edge===<br />
<br />
===Dealing with Stun Dipper===<br />
{{MMC|chara=Ky Kiske|input=236K|label=Stun Dipper}} is incredibly fast, but has a low hitbox. If you're scared of it in neutral, you can represent dash blocking low, a low {{clr|K|j.2K}}, swinging really early with {{clr|H|2H}}, or using movement to upset Ky's spacing. Each hedge against other Ky options a little differently.<br />
<br />
====Stun Dipper to Extend Ky's Offense====<br />
:Ky can freely choose to extend blockstrings with Stun Dipper PRC as an additional frame trap. It's best to wait it out to force him to spend bar.<br />
<br />
====Stun Dipper Done During Certain Faust Blockstrings====<br />
:You must end your {{clr|P|5P}}/{{clr|P|2P}} strings at max range in order to have time to {{clr|K|j.2K}} over Stun Dipper, otherwise you can't challenge it at all.<br />
<br />
:Trapping reversal Stun Dipper with your other strings are fairly straight forward.<br />
<br />
===Dealing with Vapor Thrust===<br />
<br />
===Crawl===<br />
Going under {{MMC|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} on reaction leads to a {{clr|S|c.S}} punish. You can keep your eyes open for it on defense.<br />
<br />
===Notes===<br />
*Grounded {{MMC|chara=Ky Kiske|input=632146H|label=Ride The Lightning}} might be dangerous for Ky if items are out: slipping on a peel, getting hit by a hammer, trumpet horde, mini Faust, meteors, weight or bomb will promptly stop Ky during the overdrive.<br />
<br />
=={{Character Label|GGST|May|label=May}}==<br />
Yoho. Mina genki?<br />
<br />
=={{Character Label|GGST|Axl Low|label=Axl Low}}==<br />
===Overview===<br />
A delicate matchup, but not unwinnable. Overall a hard matchup for Faust due to Axl out-poking and out-damaging him at both midscreen and fullscreen. Delicate and thoughtful play is required to get in on Axl and applying afro will ultimately be your win condition in the matchup.<br />
* {{clr|P|6P}} and {{clr|K|j.2K}} are two potent buttons for answering Axl's jump-ins and grounded pressure (mostly in the form of Rensen and Winter Mantis), respectively.<br />
* Axl's {{MMC|chara=Axl Low|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Axl Low|input=6P|label={{clr|P|6P}}}}, {{MMC|chara=Axl Low|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Axl Low|input=2S|label={{clr|S|2S}}}} and {{MMC|chara=Axl Low|input=j.623H|label=Axl Bomber}} can be ducked under.<br />
* If you do get in on Axl, be mindful of his {{MMC|chara=Axl Low|input=236236H|label=Sickle Storm}} reversal and look to punish it after the first hit and before the second.<br />
* Practice dash-blocking.<br />
<br />
===Dealing with Rensen===<br />
It is possible to answer {{MMC|chara=Axl Low|input=[4]6S|label=Rensen}} with {{clr|K|j.2K}} on reaction. You severely limit Axl's on-block options if you can represent this.<br />
<br />
====Rensen Followups====<br />
At certain heights, air FDing the {{MMC|chara=Axl Low|input=[4]6S 8|label=8 follow up}} can put you in a fairly even or even advantageous situation. It's based on spacing and height of the FD, however.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S 2|label=spinning followup}} can be answered with {{clr|K|j.2K}}.<br />
<br />
The {{MMC|chara=Axl Low|input=[4]6S S|label=explosion}}, generally, needs to be blocked. It's possible to walk forward or jump out of the explosion at certain ranges, but dashing is dangerous because of Faust's wide hurtbox while running. <br />
<br />
===Dealing with {{clr|S|j.S}}===<br />
Once Axl leaves the ground, you can attempt to space yourself with forward dash to get in a range where you can represent {{clr|P|6P}}. If Axl delays his {{MMC|chara=Axl Low|input=j.S|label={{clr|S|j.S}}}} after jumping in order to bait {{clr|P|6P}}, the counterplay is to keep running forward.<br />
<br />
If you do manage to {{clr|P|6P}} the {{clr|S|j.S}}, it will be counterhit, and you can usually pick up with Mix Mix Mix.<br />
<br />
===Representing Deep Forward Dash===<br />
One thing to remember is that in this matchup, certain normals from Axl are best answered with brash approach. A full run without stopping will get you all the way in should Axl {{clr|P|5P}}, and will dramatically upset his {{clr|S|j.S}} spacing.<br />
<br />
It can be a good idea if the Axl is too passive, or doesn't represent any approach of his own. Since a simple run cannot be counterhit, his damage will be limited without meter.<br />
<br />
This also works a lot better if you can represent a reaction {{clr|K|j.2K}} vs. Rensen.<br />
<br />
=={{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}==<br />
===Overview===<br />
This character is fast, but has exceptionally low life. While you may never hold the pace of the match in your hands, you're a threat, even on the backfoot. Rising {{clr|H|j.H}} allows you to control the air should Chipp dally too long up there, while {{clr|P|5P}} and {{clr|P|2P}} act as strong hedges against his movement while you try to gather data for harder reads.<br />
<br />
===Dealing with Leaf Grab===<br />
Reaction {{clr|K|j.2K}} will counterhit the heck out of {{MMC|chara=Chipp Zanuff|input=63214S|label=Leaf Grab}}. It's easy to time and unlike other jump-out tools, can be done up to the last moment.<br />
<br />
Leaf Grab normally dies to most prediction mashed options, if you find yourself mashing out for other reasons.<br />
<br />
===Dealing with Rekkas===<br />
{{MMC|chara=Chipp Zanuff|input=236S|label=First Rekka}} is technically punishable, but the followups can always be represented. The conservative play is to keep blocking, and look for the more favourable situation that comes with the 2nd Rekka.<br />
====After 2nd Rekka====<br />
You can always represent {{clr|P|5P}} safely after {{MMC|chara=Chipp Zanuff|input=236S 236S|label=2nd Rekka}}, however, if Chipp does go for the {{MMC|chara=Chipp Zanuff|input=236S 236K|label=overhead follow-up}}, crawl into {{clr|S|c.S}} can net you some nice damage. Most Chipp pressure is structured around PRC/RC pressure extensions off 2nd Rekka, so this doesn't come up as often as you would think.<br />
<br />
If Chipp has meter to spend, and he spends it on your guard, that's not a bad thing, necessarily.<br />
<br />
===Dealing with Alpha Blade (Horizontal)===<br />
The situation following a blocked {{MMC|chara=Chipp Zanuff|input=236P|label=Alpha Blade}} leaves you in a neutral situation, more or less. Trying to swing at Chipp means he can represent an airdash back in over your mid-range options, so mix it up between playing reactively, swinging and approach.<br />
<br />
===Dealing with Alpha Blade (Vertical)===<br />
{{MMC|chara=Chipp Zanuff|input=236K|label=Rising Alpha Blade}} leaves Chipp airborne. Good for you. You can dash under to upset spacing on his followups, or jump at him with rising j.H if he delays in an attempt to bait out a grounded anti-air.<br />
<br />
If you airblock this, however, the extended blockstun makes his choice of followup mostly lock tight.<br />
<br />
It should be noted that this option is hard to block on reaction. You'll want to practice it.<br />
<br />
===Dealing with Alpha Blade Wall Cling in the Corner===<br />
Representing {{clr|S|c.S}} on reaction to Alpha Blade on your guard can delete Chipp should he go for the wall cling cancel.<br />
<br />
===Dealing with {{clr|K|j.2K}}===<br />
{{clr|K|5K}} acts as a potent anti-air against {{MMC|chara=Chipp Zanuff|input=j.2K|label={{clr|K|j.2K}}}}, surprisingly. If Chipp is representing this at low heights, it can be better to try and dash to upset the spacing of it instead.<br />
<br />
=={{Character Label|GGST|Potemkin|label=Potemkin}}==<br />
===Overview===<br />
This matchup is littered with reaction checks up to the point where Potemkin gets meter. The cleaner you are with your answers, the more he's denied bar, damage, openings and opportunities.<br />
<br />
===Dealing with Hammerfall===<br />
While Potemkin ''can'' represent {{MMC|chara=Potemkin|input=[4]6H|label=Hammerfall}} raw, usually it's covered with PRC to make it one of his stronger approach tools. Faust has a few options to deny Pot's approach, but the stronger options usually require him to be further out.<br />
<br />
====Raw, on block====<br />
Easiest punish is {{clr|K|5K}}>{{clr|D|2D}}<br />
<br />
====At a distance: Rising {{clr|K|j.K}} > {{clr|K|j.2K}} 66RC {{clr|H|j.H}}====<br />
This is a pretty interesting response to Hammerfall at a distance, because in some cases, it can touch the armor, Pot PRCs, and then struggles to stop the {{clr|K|j.2K}} 66RC, denying him bar.<br />
<br />
====Any Normal > Bone Crushing Excitement====<br />
This is a high-damage option should you swing at Potemkin early enough, and spy that your normal is going to connect on Hammerfall armor. Done too close, you won't have time, but works quite well at mid-range off most buttons.<br />
<br />
===Dealing with Garuda Impact===<br />
{{MMC|chara=Potemkin|input=214H|label=Garuda Impact}} inflicts Guard Crush state, this means if Pot is close enough when he lands it, he can force a Strike/Throw situation with no room to fuzzy. Your gameplan will revolve around denying Potemkin this situation.<br />
<br />
====In a blockstring====<br />
If your reactions are good, you can net yourself a {{clr|S|j.S}} punish should Potemkin go for this uncovered by PRC. If your reactions aren't good, you can always represent it as a read.<br />
<br />
====After Potemkin PRCs====<br />
Because of the extended blockstun caused by PRC slowdown, you have to hold the resulting 50/50.<br />
<br />
====If Potemkin doesn't have you cornered====<br />
Technically possible to backdash it on reaction, eat an air hit, and recover backwards to regain space.<br />
<br />
===Dealing with Slidehead===<br />
[Editor's Note: There's a lot of options here, which is best?]<br />
[{{clr|K|j.2K}} on reaction > MMM?]<br />
[MMM on reaction?]<br />
[IAD {{clr|H|j.H}} on reaction?]<br />
<br />
Like Hammerfall, if you happen to clip the {{MMC|chara=Potemkin|input=236S|label=Slidehead}} armor with a normal, you may have time to cancel into Bone Crushing Excitement.<br />
<br />
===Dealing with Megafist===<br />
You can either get {{MMC|chara=Potemkin|input=236P|label=Megafist}} to whiff to allow for a properly-timed {{clr|S|f.S}}>{{clr|H|2H}}>Item Toss punish...<br />
<br />
or dash block in to upset spacing to allow a {{clr|P|5P}}>{{clr|P|6P}} punish.<br />
<br />
You can also represent rising {{clr|K|j.K}} in neutral as a prediction option.<br />
<br />
===Dealing with Wakeup Megafist===<br />
Megafist gets airborne on frame 2, clearing most normals in your arsenal by frame 3. You can still meaty Potemkin on his wakeup, but you need to be cleaner than you would in other matchups.<br />
<br />
=={{Character Label|GGST|Faust|label=Faust}}==<br />
* [https://www.youtube.com/watch?v=Th_B2qz-kuY&ab_channel=Krackatoa Just do what he says]<br />
<br />
=={{Character Label|GGST|Millia Rage|label=Millia Rage}}==<br />
===Dealing with her mosquito-ass movement===<br />
Rising {{clr|H|j.H}} is a strong option to represent in this matchup. If Millia spends too much time up above the 'Danger Zone' (Minimum height for rising {{clr|H|j.H}} and above), then it can be really rewarding to represent rising {{clr|H|j.H}}.<br />
<br />
Another thing to keep in mine is how many air options she has left. If she's burnt her extra jumps too high up, she'll be very weak to a repositioned {{clr|P|6P}}.<br />
<br />
=={{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}==<br />
Not as awful as some say, but can definitely get difficult if you mess up in the corner. Crawling below Bajoneto or reacting to it accordingly after blocking is key to getting the hang of the matchup. [https://www.youtube.com/watch?v=cnYteOeJ9TU&ab_channel=Krackatoa This may help if you're lost.]<br />
*Remember to be patient and respect Ram's long pokes, as she may cancel them into Bajoneto at any time. Getting a Ram to Bajoneto midscreen will neuter her pressure and damage quite a bit (aside from allowing punishment), meaning that you get to go ham with pressure.<br />
*Also respect her Mortobato reversal, as it is -30 on block and hurts like hell if you don't block it. Avoid air-blocking it as the pushback will make it safe.<br />
<br />
===Dealing with {{clr|S|f.S}}===<br />
If you're midscreen, learning to deal with {{MMC|chara=Ramlethal Valentine|input=f.S|label={{clr|S|f.S}}}} on block is a useful thing to have down, as it opens up dashblocking as a way to play against other options while not dying outright to other Ram options.<br />
<br />
Ram will enter a spread of options from {{clr|S|f.S}}, and it's decent to understand how to deal with all them.<br />
<br />
====Summary of Options after {{clr|S|f.S}} 5H on Block====<br />
There's a range where, if Ram gatlings into {{MMC|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}}, a mix of {{clr|S|f.S}} and purely reactively play are strong options. <br />
<br />
The options are as follows:<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}}====<br />
This gatling is punishable with your {{clr|S|f.S}}.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Sildo Detruo====<br />
The {{clr|S|f.S}} used to check {{clr|H|5H}} on block will become {{clr|S|c.S}} in this situation! This means {{MMC|chara=Ramlethal Valentine|input=214K|label=Sildo}} is a poor choice for Ram if you swing {{clr|S|f.S}} after {{clr|H|5H}}. <br />
<br />
If you're playing reactively, you can check Sildo with {{clr|P|5P}} on reaction.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} (S or H) Bajoneto====<br />
If you're playing reactively, you can crawl under {{MMC|chara=Ramlethal Valentine|input=236S|label=Bajoneto}} and stand into {{clr|S|f.S}} for a full punish.<br />
<br />
If Ram doesn't have meter for RC, {{clr|S|f.S}} gets hit by Bajoneto for very little reward.<br />
<br />
===={{clr|S|f.S}} {{clr|H|5H}} Erarlumo====<br />
If you're playing reactively, you can shut down {{MMC|chara=Ramlethal Valentine|input=214P|label=Erarlumo}} with {{clr|P|5P}} or {{clr|K|5K}}, but the reward isn't great.<br />
<br />
If you were swinging with {{clr|S|f.S}}, you might eat shit here.<br />
<br />
===Dealing with Earl (Erarlumo/214P,214P,214P)===<br />
<br />
===Dealing with Dauro (623P)===<br />
<br />
===Dealing with Flip (Sildo Detruo/214K)===<br />
{{clr|P|5P}} > {{clr|K|5K}} on reaction.<br />
<br />
===Dealing with Banjo (Bajoneto/236S/236H)===<br />
[https://www.youtube.com/watch?v=cnYteOeJ9TU Dealing with Bajoneto: Krackatoa's .mp4 Guide to Shutting Down Swords on Reaction.]<br />
<br />
=={{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}==<br />
<br />
=={{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}==<br />
<br />
===Overview===<br />
Faust, all things considered, has a decent matchup against Nagoriyuki. Nagoriyuki's movement is dramatically hindered when his Blood Gauge is high. This allows Faust to dominate neutral later on in the match.<br />
<br />
If you get hit, however, you will explode.<br />
<br />
====General Gameplan====<br />
* Don't get hit early. The longer you stall, the more advantageous the match becomes for Faust.<br />
* Blood Gauge determines the pace of the match. Once Nago is about to pop, he can't move. This is where you start to bully him.<br />
* Make sure your whiff punishment of his various options is on point. You want to cleanly go in after Nago whiffs normals as he tries to challenge your various options in neutral.<br />
* Conserve Burst for the eventual Counterhit you'll suffer once he's in. A Nago playing around burst is spending Blood Gauge he doesn't need to.<br />
* Save meter for YRC and Item Super. Use RC to convert if it will kill, or you have the opportunity to break the wall with Wheelchair Super while maintaining meter advantage.<br />
* Have a gameplan for his various Blood-reliant special moves. They are very dominant, but do push Nago closer to a losing situation if he doesn't open you up with them.<br />
<br />
===Punishing Blood Gauge Activation===<br />
If Nagoriyuki {{MMC|chara=Nagoriyuki|input=BR Activation|label=pops}}, Snip is the premier punish. You afflict Nago with Afro state while allowing the damage buildup to progress due to Blood Rage. <br />
<br />
Follow the knockdown with a slightly delayed jumping {{clr|D|j.D}} to meaty him after {{MMC|chara=Nagoriyuki|input=BR Deactivation|label=Blood Rage Deactivation}}.<br />
<br />
===Forcing Blood Gauge Activation===<br />
* If you have the HP to spare, you can let him combo you before bursting.<br />
* Do low Love from a distance to ruin {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} approach (Clone is expensive, if it doesn't get him in that's bad).<br />
* Superjump airdash out of the corner if Nagoriyuki is at high blood.<br />
* Challenge grounded {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} approach with {{clr|P|5P}} to halt his approach.<br />
<br />
===The Importance of Spacing===<br />
Your goal is to jockey for item opportunities in neutral. Until Nago is in, he'll be rotating through a few categories of options: looking to spend Blood to approach outright, walk forward and swing to clip your own buttons, or playing reactively to take advantage of your responses and movement in neutral.<br />
<br />
Backing up too far too quickly can quickly secede ground to Nago, denying you precious metergain and screen real estate.<br />
<br />
Once Nago is on the verge of popping, then it's fine to back up, or look at more passive, distant spacings. If he cannot {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} without popping, he cannot move, and cannot navigate item chaos.<br />
<br />
====Spacing Yourself for Whiff Punishes====<br />
If Nago whiffs {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} OR {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} over your crouch (or outside of range) > Punish with dash {{clr|S|f.S}} > {{clr|H|2H}}}} > Item Toss<br />
<br />
===Dealing with Clone===<br />
Maneuvers involving {{MMC|chara=Nagoriyuki|input=236S|label=Clone}} are very expensive Blood-wise, and the startup is based on the distance away from the victim. The further out you are, the longer it takes for the clone to travel before starting up the actual attack. This means that Faust can react to Clone at a distance with a low {{clr|K|{{clr|K|j.2K}}}} to go over top of the hitbox. If Nago is intent on using the clone to bypass neutral from farther out (Following it with a Fukyo or two), representing this option can force him to follow clone with subpar or more expensive options.<br />
<br />
Blocking Clone is not entirely a bad play either, as Clone with {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo ({{clr|2|236K}})}} or {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|4|214H}})}} follow-up (required to follow the clone) has a very large blood cost. It might get Nagoriyuki in, but if the clone doesn't connect, he may be on the verge of popping Blood Rage. Not great, but if you survive, the matchup quickly tilts into your favour. Hold your burst and meter to take advantage of high-blood Nagoriyuki.<br />
<br />
Preemptive Scalpel ({{clr|K|41236K}}) is alright at dealing with Clone, however, its long startup means it's freely punishable with reaction {{MMC|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} in neutral. The move is fairly high reward. It will pierce through Clone and hit Nago, allowing you damage and items.<br />
<br />
Preemptively throwing out Love ({{clr|P|j.236P}}) can snipe Clone follow-ups, however, this is quite risky as it needs to be done well before Clone. Depending on spacing, Nagoriyuki's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} or {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}}, can be quite rewarding for him, and offers a strong reactive answer to Love.<br />
<br />
===Using Love Safely===<br />
You should be weary of just using the move in neutral, as Nago's {{MMC|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} can snipe it out reliably at midrange or long range depending on his blood level. However, the active, persistent hitbox is good at keeping him from approaching.<br />
<br />
Nago's rising {{MMC|chara=Nagoriyuki|input=j.D|label={{clr|D|j.D}}}} covers most of the screen at pretty distant ranges. It acts as a free reaction punish to any Love done too high up. If you've double jumped into Love, or simply through Love at the apex of your jump, a good Nago will probably kill you for it.<br />
<br />
'''The best height and spacing for Love is just within your {{clr|S|f.S}} max range, and just above Clone's hitbox. Test it out in the lab.'''<br />
<br />
===Dealing with Fukyo===<br />
In neutral, it's very difficult but likely possible to challenge {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} on reaction with {{clr|P|5P}}. Otherwise, you can preempt raw Fukyo with Faust's various spread of pokes.<br />
<br />
In blockstun, Nago is -7 at best off {{MMC|chara=Nagoriyuki|input=6H Level 1|label={{clr|4|6H}}}} > forward Fukyo. This is not the case if you airblock an attack, which confers much more plus frames. This heightens the importance on staying grounded.<br />
<br />
===Dealing with Nago Once He's In===<br />
Once Nagoriyuki is in, take stock of his Blood Gauge. If he's at high blood levels, YRC and Burst become very powerful options. Forcing Nago out of pressure at that point is very bad for him. If he doesn't have high blood, he has lots of options to work with.<br />
<br />
This means his {{MMC|chara=Nagoriyuki|input=623P|label=Command Grab (Bloodsucking Universe, {{clr|1|623P}})}} is a very high reward option. Nagoriyuki can represent the grab whenever he's at advantage and in front of you, or whenever you've committed to staying grounded to FD him out or deny his attempts to catch you jumping.<br />
<br />
This means you'll want to represent {{clr|P|5P}} if Nagoriyuki favours stagger pressure with unchained normals, or fuzzy jump if he routinely threatens tighter strings. <br />
<br />
In the end, you'll want to block and defend a lot. If he hits you and you don't have burst available, you're in a very bad situation.<br />
<br />
==== The Post {{clr|S|f.S}} > {{clr|S|S}} Situation ====<br />
Nagoriyuki has the ability to special cancel after {{MMC|chara=Nagoriyuki|input=f.S|label={{clr|S|f.S}}}} > {{MMC|chara=Nagoriyuki|input=f.SS|label={{clr|S|f.SS}}}}. It forces him in and allows him to represent Bloodsucking Universe or other special cancels in that same situation.<br />
<br />
This is where holding onto Burst is very valuable. If you get counterhit for challenging the gap with {{clr|P|5P}}, you can still burst Nagoriyuki away and put him in a very bad, losing situation.<br />
<br />
=== Faust Normals On Block, at a Glance ===<br />
Faust doesn't necessarily have very safe cancel options. Item Cancels are reaction punishable with {{MMC|chara=Nagoriyuki|input=214H|label=Beyblade ({{clr|H|214H}})}}. Raw {{clr|S|f.S}} and {{clr|H|2H}}}} are also very disadvantageous. You'll want to represent the threat of Scalpel or MMM after {{clr|S|f.S}} and {{clr|H|2H}} in order to stop Nago from just moving in uncontested. If he's fearful (he might not be), he may play more passively, and you can simply let raw normals recover after swinging.<br />
<br />
At the very tip of {{clr|S|f.S}} and {{clr|H|2H}} on block, backdash will keep you from blocking Beyblade, otherwise, you're quite liable to get clipped.<br />
<br />
===Meter Use and Meter Management===<br />
Don't get hit in the opening of the match. You want to spend time building up meter so that you have options available to you once Nago gets in.<br />
<br />
Having YRC on deck when Nago is pressuring you at high blood values is priceless. An incredibly strong option that can turn the match around in an instant.<br />
<br />
Item Super is incredibly notable in this matchup as well. Supers have a shorter Tension Gain Penalty than most Roman Cancels, so it can quickly lead to a snowball situation. Nago at high blood values also doesn't have the means to do anything about a screen full of items.<br />
<br />
=== Burst Points and Burst Strategy ===<br />
Your main goal is to save burst for high-blood Nagoriyuki. Even if you get hit, it can be a decent play to wait for him to spend blood on his conversion before bursting.<br />
<br />
If Faust successfully bursts a high-blood Nagoriyuki, he's winning.<br />
<br />
Nagoriyuki {{MMC|chara=Nagoriyuki|input=623H|label={{clr|H|623H}}}} offers a pretty strong burst point. He needs {{MMC|chara=Nagoriyuki|input=236K|label=Fukyo}} to avoid burst, and outside of counterhit, it's a very committal bait.<br />
<br />
In other situations, Backwards Fukyo can almost always be represented to get a burst to whiff. While Nagoriyuki may maintain pressure if you don't burst, the entire maneuver involves Back Fukyo > Forward Fukyo, which is very expensive overall.<br />
<br />
This is the true power of holding burst. If the Nagoriyuki fails to bait the burst, you're in a very strong situation when you do finally escape.<br />
<br />
=={{Character Label|GGST|Giovanna|label=Giovanna}}==<br />
===Matchup Overview===<br />
Perhaps Faust's hardest matchup: not only is Giovanna un-fuzzyable while afro'd, {{clr|K|5K}} will always whiff in neutral against her despite the haircut she currently has AND her {{MMC|chara=Giovanna|input=623S|label=cartwheel attack (Sol Nascente)}} will flip an applied afro upside-down, meaning it cannot be hit or inflamed during its animation. In addition to this, her mobility is very dominant and will quickly lead poor Faust into the corner where he must deal with Giovanna's array of plus moves and high damage. Her mobility is not as effective for maneuvering around items, however.<br />
<br />
*Notably, Faust can crawl under {{MMC|chara=Giovanna|input=214S|label=Sol Poente}}, {{MMC|chara=Giovanna|input=236K|label=Trovão}}, {{MMC|chara=Giovanna|input=5P|label={{clr|P|5P}}}}, {{MMC|chara=Giovanna|input=5K|label={{clr|K|5K}}}}, {{MMC|chara=Giovanna|input=5H|label={{clr|H|5H}}}} and {{MMC|chara=Giovanna|input=6H|label={{clr|H|6H}}}}. Keep an eye out for the cross-up on Sol Poente though, as Faust must switch crawl directions when it occurs.<br />
<br />
===The Importance of the Rule of 3, with respects to Neutral===<br />
[Krackatoa: I want to do a video on this.]<br />
<br />
At any point, a player is playing with the intent to react, the intent to approach, or the intent to preempt an option swung by their opponent. They rotate between all three of these based on what they think the opponent is doing, or about to do, in a given moment.<br />
<br />
====Gio Playing Reactively====<br />
If Gio is looking to play reactively, she may wait to bait out normals, or forward dash and block, as either maneuver will confer a strong situation should Faust swing at her. Since Faust doesn't have much in the way of + normals, having anything blocked or whiff is more or less bad for him in this matchup.<br />
<br />
You can answer this kind of play by threatening to approach, to force the Gio to act. Dash in throw or dash in {{clr|P|5P}}/{{clr|K|2K}}/{{clr|S|2S}} is something to represent vs. Gio, just to keep her on her toes, and force her into the other decisions. Depending on the normal or option you use to approach, you may hedge against other options.<br />
<br />
====Gio Playing Preemptively====<br />
If Gio is mindful of your approach, or your desire to keep her out by swinging, she may swing more frequently in neutral. {{MMC|chara=Giovanna|input=2D|label={{clr|D|2D}}}}, {{clr|H|5H}}, dash {{MMC|chara=Giovanna|input=c.S|label={{clr|S|c.S}}}}... She has a lot of options available. If she's scared of any of the above: slow down. Introduce more passiveness to your play. Back walk, backdash, these can be used to upset her spacing. She's going after buttons and movement she expects to be there, so you may be offered opportunities to whiff punish with {{clr|S|f.S}} or {{clr|H|2H}}.<br />
<br />
====Gio Looking to Approach====<br />
In some cases, Gio is intent on touching you, to prey on you for both playing reactively and looking for whiff punishment. It's not a bad situation for her, to get in with any normal in particular, as they all offer up a favourable situation in terms of damage on hit and pressure on block.<br />
<br />
If you've been goading her into approach, now is the time to swing. {{clr|S|f.S}}, {{clr|H|2H}}, {{clr|H|5H}}, low {{clr|K|j.2K}}. These options will net you damage and counterhits as she attempts to get offense going.<br />
<br />
===Defense===<br />
Faust will want to switch between purely reactive play, fuzzy jump, and the occasional counterpoke on defense. Gio has the means to challenge each easily, but cannot cover them all simultaneously. Gio without meter is stuck running throw mixups, more or less, which are pretty volatile if you favour fuzzy jump on defense.<br />
<br />
Crawling Sol Poente ({{clr|S|214S}}) and Trovao ({{clr|K|236K}}) is strong to get down, because it offers you a guaranteed back throw punish on reaction.<br />
<br />
===YRC is good===<br />
Gio's unmetered defense isn't too scary, so YRC can confer a pretty sizeable advantage, and deny her the offense. Hold your bar for it.<br />
<br />
===Dealing with Sol Nascente (623S)===<br />
This move is incredibly dominant. Wait it out in situations where you think it might be on the table.<br />
<br />
Punish it on block with {{clr|S|f.S}} > {{clr|H|2H}} > Item Toss.<br />
<br />
In situations where Gio is minus, but not punishable such after {{MMC|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}}, {{clr|P|2P}} can shut Sol Nascente down as it lacks lower body invuln in the initial startup frames.<br />
<br />
===Dealing with Sol Poente (214S)===<br />
====On Reaction====<br />
Faust can use 'Crawl > Throw' vs. Sol Poente on reaction with proper spacing. If Gio crosses up, you need to return to 2 before correcting your crawl for the appropriate direction. <br />
<br />
Faust can {{clr|K|2K}} and {{clr|K|5K}} on reaction as well, which does lead to pretty substantial damage.<br />
<br />
====On Prediction====<br />
Sometimes, you may want to hedge in pressure with {{clr|P|6P}} or {{clr|K|5K}} to deal with another Gio option. Higher hitting attacks done on prediction will beat it out.<br />
<br />
=={{Character Label|GGST|Anji Mito|label=Anji Mito}}==<br />
===Dealing with Fuujin===<br />
====Plan A: Creating Whiff Punish Opportunities====<br />
The go-to punish for Fuujin is to bait it out entirely. Backdash preemptively, or upset its spacing with backwalk to get better opportunities for yourself.<br />
<br />
This also acts as a hedge against {{MMC|chara=Anji Mito|input=236K|spin}}.<br />
<br />
====Plan B: Block Fuujin====<br />
It's expected to have to block Fuujin over the course of the match. Just how it is, sometimes.<br />
<br />
====YRC====<br />
YRC is very useful, as it can disable Anji's post-Fuujin followups, and offer you a lopsided offensive chance with Snip vs. 2K or c.S<br />
<br />
====Dealing with the Fuujin Followups====<br />
* Rin (Overhead) may need to be blocked standing on a read. You might be able to stand block it on reaction, but it's difficult.<br />
* Nagiha (S, Low) is -7 and offers you the chance to approach after. Done too close, you can punish with 5K.<br />
* Shin: Ichishiki (P, Projectile) can be dealt with on reaction. It doesn't catch jumps well. Depending on the spacing there are many avenues to punish. j2K at a distance is good to get over it. In close, 9j.K will lead to a high damage conversion.<br />
* No Followup: Anji can steal away your turn by cancelling into nothing and going in. This is less scary midscreen if you can FD, but quite terrifying in the corner. You can represent any counterpoke in this situation, but you will be playing into Nagiha.<br />
<br />
===Dealing with Spin===<br />
Risky, high reward read is dash up Snip.<br />
<br />
You can hedge against Spin with 2P and 5K. You won't be punishable. This allows you to check approach with less commitment.<br />
<br />
Like Fuujin, backwards movement and waiting it out can offer up a guaranteed punish window.<br />
<br />
===Dealing with forward throw into butterfly Okizeme===<br />
Faust can crawl under the {{MMC|chara=Anji Mito|input=236P|label=butterfly}} to avoid it as long as he isn't using FD or being struck by Anji. Faust's blocking animation is high enough to trigger the butterfly, so mixing up the timing at which you get hit by the butterfly can mess with the options Anji has during his Oki setup. <br />
<br />
Normal Timing:<br><br />
Faust intentionally stand block or FDs the butterfly for the normal timing an Anji player is accustomed to. He gets to do whatever he wants into a mostly safe butterfly 2nd hit for plus frames.<br />
<br />
Delayed Timing:<br><br />
Faust crawls the butterfly, and intentionally stand block or FDs later in the timing. This can be used to play around the Anji attempting to run up throw when they know a crawl is coming, as well as open gaps if the Anji is going for normal Okizeme timing.<br />
<br />
Crawl Timing:<br><br />
If Faust crouch blocks the entirety of the butterfly going by, then the only thing that triggers it is going into block stun by an Anji button. Anji striking Faust's crawl block before the butterfly is activated delays the butterfly strike that begins flying up. Depending on the string that Anji uses ({{clr|K|2K}}>{{clr|D|2D}} or {{clr|S|c.S}}>{{clr|S|f.S}}>etc) a gap large enough to contest with a Faust button presents itself while the butterfly is going up. <br />
For example: Anji doing a {{MMC|chara=Anji Mito|input=2K|label={{clr|K|2K}}}}>{{MMC|chara=Anji Mito|input=2D|label={{clr|D|2D}}}} triggering the butterfly (instead of the normal timing) leaves a gap large enough for Faust to advance forward and avoid the second strike of butterfly. A mix-up with throw can happen here if Anji knows Faust intends to crawl under the entire butterfly.<br />
<br />
Plans:<br><br />
# Crawl the butterfly and wait for Anji to trigger a blocking situation, challenge space with a {{clr|P|5P}} or {{clr|K|2K}} before the butterfly 2nd hit happens.<br />
# If Anji starts grabbing crawl, intentionally delay FD to trigger the butterfly at a timing that grants grab invincibility, take a turn.<br />
# Normal timing of butterfly (not entirely sure of the advantage here other than keeping Anji on his toes).<br />
<br />
=={{Character Label|GGST|I-No|label=I-No}}==<br />
===Dealing with Stroke===<br />
[https://www.youtube.com/watch?v=PPySxwNIqk8 Dealing with I-no Offense: Stroke.mp4]<br />
<br />
=={{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}==<br />
You out-neutral Goldlewis most of the time and can run effective afro-based offence on him because of his poor defense and size. This matchup is only ever difficult if you happen to be cornered without meter.<br />
* {{clr|K|5K}} and {{clr|H|5H}} are especially effective in this matchup due to how active they are.<br />
* You can crawl, Scarecrow or air dash any version of {{MiniMoveCard|chara=Goldlewis Dickinson|input=236S Level 3|label=Skyfish}}. Just be on the lookout if Goldlewis has meter to PRC it and react to your option.<br />
<br />
=={{Character Label|GGST|Jack-O|label=Jack-O}}==<br />
<br />
===Dealing with Minions Being Shot at You===<br />
If Jack-O is in the air, {{clr|K|5K}} acts as a very strong catch-all option without a lot of whiff recovery.<br />
<br />
If Jack-O is grounded, {{clr|P|5P}} acts as a strong reactionary option vs. {{MMC|chara=Jack-O|input=236K|label=Minion Shoot}} (236K).<br />
<br />
If Jack-O is grounded, {{clr|K|2K}} works well against normal-launched minions, which bounce.<br />
<br />
Multiple Minions is where things get a little weird.<br />
<br />
=={{Character Label|GGST|Happy Chaos|label=Happy Chaos}}==<br />
<br />
=={{Character Label|GGST|Baiken|label=Baiken}}==<br />
<br />
=={{Character Label|GGST|Testament|label=Testament}}==<br />
This matchup seems to favour Faust right up until {{MMC|chara=Testament|input=236S or 236H|label={{clr|S|236S}}}} lands on block from a decent ways out. Luckily, Testament lacks a reliable way to force that situation in neutral.<br />
<br />
===Dealing with Grave Reaper (236S)===<br />
You can {{clr|K|j.2K}} it on reaction. A strong option to represent and practice.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust/Data&diff=283541GGST/Faust/Data2022-06-13T00:29:13Z<p>Krackatoa: /* c.S Data */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav |charMainPage=GGST/Faust|image=GGST_Faust_Icon.png}}<section end="Nav"/><br />
<br />
==Links==<br />
<section begin="Links"/><br />
{{CharLinks|charMainPage=GGST/Faust<br />
|matchups=yes <br />
|videos=https://strive.keeponrock.in/#/?p1chars=faust<br />
|discord=<br />
|twitter=GGST_FA<br />
}}<br />
<section end="Links"/><br />
<br />
==Infobox Data==<br />
{{GGST-character<br />
| name =Faust<br />
| defense =1.01<br />
| guts =0<br />
| prejump =4<br />
| backdash =20/1~5 strike invuln/1~15 airborne<br />
| weight =Normal<br />
| portrait =GGST_Faust_Portrait.png<br />
| icon =GGST_Faust_Icon.png<br />
| umo =[[GGST/Faust#Crawl|Crawl]], Steerable Air-Dash<br />
| guardBalance =1.1248<br />
| jump_duration =42<br />
| high_jump_duration=57<br />
| jump_height =40.95<br />
| high_jump_height =75.18<br />
| efiad =3<br />
| ebiad =3<br />
| fadd =52<br />
| badd =28<br />
| fadat =18<br />
| badat =12<br />
| walk_speed =4.4<br />
| back_walk_speed =7.7<br />
| dash_initial_speed=14<br />
| dash_acceleration =0.416<br />
| dash_friction =100<br />
}}<br />
<br />
==Normal Moves==<br />
===5P Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=5P<br />
|guard=All<br />
|invul=<br />
|damage=25<br />
|startup=5<br />
|active=4<br />
|recovery=8<br />
|onBlock=-2<br />
|onHit=+1<br />
|level=0<br />
|counter=Small<br />
|riscGain=500<br />
|riscLoss=1500<br />
|prorate=80%<br />
|images=GGST Faust 5P.png<br />
|hitboxes=GGST_Faust_5P_Hitbox.png<br />
|type=normal<br />
|hitboxes=GGST Faust 5P Hitbox.png<br />
}}<br />
<br />
===5K Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=5K<br />
|guard=All<br />
|invul=<br />
|damage=30<br />
|startup=7<br />
|active=8<br />
|recovery=8<br />
|onBlock=-2<br />
|onHit=+1<br />
|level=2<br />
|counter=Small<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|prorate=90%<br />
|images=GGST Faust 5K.png<br />
|hitboxes=GGST_FA_HB_5K.png<br />
|type=normal<br />
}}<br />
<br />
===c.S Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=c.S<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=8<br />
|active=6<br />
|recovery=12<br />
|onBlock=-1<br />
|onHit=+3<br />
|level=3<br />
|counter=Mid<br />
|riscGain=2000<br />
|riscLoss=1000<br />
|prorate=100%<br />
|images=GGST Faust cS.png<br />
|hitboxes=GGST_FA_HB_cS.png<br />
|type=normal<br />
}}<br />
<br />
===f.S Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=f.S<br />
|guard=All<br />
|invul=<br />
|damage=33<br />
|startup=12<br />
|active=2<br />
|recovery=20<br />
|onBlock=-8<br />
|onHit=-5<br />
|level=2<br />
|counter=1500<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|prorate=90%<br />
|images=GGST Faust f.S.png<br />
|hitboxes=GGST_FA_HB_FS.png<br />
|type=normal<br />
}}<br />
<br />
===5H Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=5H<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=13<br />
|active=8<br />
|recovery=18<br />
|onBlock=-7<br />
|onHit=-4<br />
|level=4<br />
|counter=Large<br />
|riscGain=2500<br />
|riscLoss=1000<br />
|prorate=100%<br />
|images=GGST Faust 5H.png<br />
|hitboxes=GGST_FA_HB_5H.png<br />
|type=normal<br />
}}<br />
<br />
===5HH Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=5HH<br />
|guard=<br />
|invul=<br />
|damage=60<br />
|startup=1<br />
|active=<br />
|recovery=2<br />
|onBlock=<br />
|onHit=KD<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|riscLoss=2000<br />
|prorate=100%<br />
|images=GGST Faust 5HH.png<br />
|hitboxes=<br />
|type=normal<br />
}}<br />
<br />
===2P Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=2P<br />
|guard=Low<br />
|invul=<br />
|damage=25<br />
|startup=7<br />
|active=2<br />
|recovery=11<br />
|onBlock=-3<br />
|onHit=0<br />
|level=0<br />
|counter=Small<br />
|riscGain=375<br />
|riscLoss=1500<br />
|prorate=80%<br />
|images=GGST Faust 2P.png<br />
|hitboxes=GGST_FA_HB_2P.png<br />
|type=normal<br />
}}<br />
<br />
===2K Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=2K<br />
|guard=Low<br />
|invul=<br />
|damage=12×3<br />
|startup=5<br />
|active=2(1)6<br />
|recovery=12<br />
|onBlock=-2<br />
|onHit=+1<br />
|level=1<br />
|counter=Small<br />
|riscGain=300×3<br />
|riscLoss=1000<br />
|prorate=90%<br />
|images=GGST Faust 2K.png<br />
|hitboxes=GGST_FA_HB_2K1.png;GGST_FA_HB_2K2.png;GGST_FA_HB_2K3.png<br />
|type=normal<br />
|notes=Frontal hitbox appears on frame 8 and changes to a lower and slightly longer hitbox in the last 3 active frames;<br />
}}<br />
<br />
===2S Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=2S<br />
|guard=All<br />
|invul=<br />
|damage=32<br />
|startup=11<br />
|active=9<br />
|recovery=26<br />
|onBlock=-19<br />
|onHit=-16<br />
|level=2<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|prorate=100%<br />
|images=GGST Faust 2S.png<br />
|hitboxes=GGST_FA_HB_2S1.png;GGST_FA_HB_2S2.png;GGST_FA_HB_2S3.png<br />
|type=normal<br />
}}<br />
<br />
===2H Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=2H<br />
|guard=Low<br />
|invul=<br />
|damage=40<br />
|startup=14<br />
|active=2<br />
|recovery=29<br />
|onBlock=-12<br />
|onHit=KD<br />
|level=4<br />
|counter=Large<br />
|riscGain=1875<br />
|riscLoss=1000<br />
|prorate=90%<br />
|images=GGST Faust 2H.png<br />
|hitboxes=GGST_FA_HB_2H.png<br />
|type=normal<br />
}}<br />
<br />
===j.P Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=j.P<br />
|guard=High<br />
|invul=<br />
|damage=20<br />
|startup=7<br />
|active=4<br />
|recovery=6<br />
|onBlock=<br />
|onHit=<br />
|level=0<br />
|counter=Small<br />
|riscGain=375<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust j.P.png<br />
|hitboxes=GGST_FA_HB_JP.png<br />
|type=normal<br />
}}<br />
<br />
===j.K Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=j.K<br />
|guard=High<br />
|invul=<br />
|damage=25<br />
|startup=7<br />
|active=5<br />
|recovery=18<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|counter=Small<br />
|riscGain=750<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust j.K.png<br />
|hitboxes=GGST_FA_HB_JK.png<br />
|type=normal<br />
}}<br />
<br />
===j.S Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=j.S<br />
|guard=High<br />
|invul=<br />
|damage=32<br />
|startup=14<br />
|active=3<br />
|recovery=20<br />
|onBlock=<br />
|onHit=<br />
|level=2<br />
|counter=Mid<br />
|riscGain=1125<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust j.S.png<br />
|hitboxes=GGST_FA_HB_JS.png<br />
|type=normal<br />
}}<br />
<br />
===j.H Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=j.H<br />
|guard=High<br />
|invul=<br />
|damage=42<br />
|startup=9<br />
|active=5<br />
|recovery=15<br />
|onBlock=<br />
|onHit=<br />
|level=3<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust j.H.png<br />
|hitboxes=GGST_FA_HB_JH.png<br />
|type=normal<br />
}}<br />
<br />
===j.D Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=j.D<br />
|guard=High<br />
|invul=<br />
|damage=45<br />
|startup=13<br />
|active=6<br />
|recovery=23<br />
|onBlock=<br />
|onHit=<br />
|level=2<br />
|counter=Mid<br />
|riscGain=1125<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust j.D.png<br />
|hitboxes=GGST_FA_HB_JD.png<br />
|type=normal<br />
}}<br />
<br />
===6P Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=6P<br />
|guard=All<br />
|invul=1-4 Upper Body, 5-12 Above Knees<br />
|damage=34<br />
|startup=9<br />
|active=3<br />
|recovery=32<br />
|onBlock=-21<br />
|onHit=KD<br />
|level=2<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|prorate=90%<br />
|images=GGST Faust 6P.png<br />
|hitboxes=GGST_FA_HB_6P.png<br />
|type=normal<br />
}}<br />
<br />
===6H Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=6H<br />
|guard=High<br />
|invul=<br />
|damage=60<br />
|startup=25<br />
|active=9<br />
|recovery=44<br />
|onBlock=-34<br />
|onHit=-31<br />
|level=4<br />
|counter=Large<br />
|riscGain=1875<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust 6H.png<br />
|hitboxes=GGST_FA_HB_6H1.png;GGST_FA_HB_6H2.png<br />
|type=normal<br />
}}<br />
<br />
===j.2K Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=j.2K<br />
|guard=All<br />
|invul=<br />
|damage=39<br />
|startup=10<br />
|active=Until L<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=2<br />
|counter=Mid<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust j.2K.png<br />
|hitboxes=GGST_FA_HB_j2K.png<br />
|type=normal<br />
}}<br />
<br />
===2D Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=<br />
|input=2D<br />
|guard=Low<br />
|invul=<br />
|damage=35<br />
|startup=12<br />
|active=3<br />
|recovery=18<br />
|onBlock=-4<br />
|onHit=HKD<br />
|level=3<br />
|counter=Large<br />
|riscGain=1500<br />
|riscLoss=1000<br />
|prorate=90%<br />
|images=GGST Faust 2D.png<br />
|hitboxes=GGST_FA_HB_2D.png<br />
|type=normal<br />
}}<br />
<br />
===5D Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Uncharged<br />
|input=5D<br />
|guard=High<br />
|invul=<br />
|damage=40<br />
|startup=20<br />
|active=3<br />
|recovery=26<br />
|onBlock=-15<br />
|onHit=0<br />
|level=2<br />
|counter=Mid<br />
|riscGain=1125<br />
|riscLoss=3000<br />
|prorate=80%<br />
|images=GGST Faust 5D.png<br />
|hitboxes=GGST_FA_HB_5D.png<br />
|type=normal<br />
}}<br />
<br />
===5[D] Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Charged<br />
|input=5[D]<br />
|guard=High<br />
|invul=<br />
|damage=50<br />
|startup=28<br />
|active=3<br />
|recovery=26<br />
|onBlock=-10<br />
|onHit=KD<br />
|level=4<br />
|counter=Mid<br />
|riscGain=1875<br />
|riscLoss=1500<br />
|prorate=100%<br />
|images=GGST Faust 5D.png<br />
|hitboxes=GGST_FA_HB_5D.png<br />
|type=normal<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Ground Throw Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Ground Throw<br />
|input=6D or 4D<br />
|guard=Ground Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=38<br />
|onBlock=<br />
|onHit=HKD +55<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|riscLoss=2600<br />
|prorate=50%<br />
|images=GGST Faust Ground Throw.png<br />
|hitboxes=<br />
|type=other<br />
|notes={{FrameDataNotes|GGST|Throw}}<br />
}}<br />
<br />
===Air Throw Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Air Throw<br />
|input=j.6D or j.4D<br />
|guard=Air Throw<br />
|invul=<br />
|damage=80<br />
|startup=2<br />
|active=3<br />
|recovery=Until L+10<br />
|onBlock=<br />
|onHit=HKD<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|riscLoss=2500<br />
|prorate=50%<br />
|images=GGST Faust Air Throw.png<br />
|hitboxes=<br />
|type=other<br />
|notes={{FrameDataNotes|GGST|Throw}}<br />
}}<br />
<br />
===Dash Cancel Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Dash Cancel<br />
|input=66<br />
|guard=<br />
|damage=<br />
|startup=<br />
|active=<br />
|recovery=Total 26<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|notes=<br />
|images=<br />
|hitboxes=<br />
|type=other<br />
|riscGain=<br />
|riscLoss=<br />
|wallDamage=<br />
|prorate=<br />
|invuln=<br />
|cancel=<br />
|notes={{FrameDataNotes|GGST|Dash Cancel}}<br />
}}<br />
<br />
==Special Moves==<br />
===41236K Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Thrust<br />
|input=41236K<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=26<br />
|active=12<br />
|recovery=19<br />
|onBlock=-12<br />
|onHit=-9<br />
|level=4<br />
|counter=Small<br />
|riscGain=2500<br />
|riscLoss=1000<br />
|prorate=100%<br />
|images=GGST Faust Thrust.png<br />
|hitboxes=FAUST_41236K_Hitboxes.png<br />
|type=special<br />
}}<br />
<br />
===41236K 4 Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Pull Back<br />
|input=41236K 4<br />
|guard=<br />
|invul=<br />
|damage=0<br />
|startup=59<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|riscLoss=1000<br />
|prorate=100%<br />
|images=GGST Faust Pull Back.png<br />
|hitboxes=<br />
|type=special<br />
}}<br />
<br />
===41236K 4 H Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Home Run!<br />
|input=41236K 4 H<br />
|guard=<br />
|invul=<br />
|damage=80 [120]<br />
|startup=9<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|riscLoss=1000<br />
|prorate=100%<br />
|images=GGST Faust Home Run.png<br />
|hitboxes=<br />
|type=special<br />
}}<br />
<br />
===236P Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=What Could This Be?<br />
|input=236P<br />
|guard=<br />
|invul=<br />
|damage=<br />
|startup=26<br />
|active=<br />
|recovery=Total 40<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|prorate=<br />
|images=GGST Faust What Could This Be.png<br />
|hitboxes=<br />
|type=special<br />
}}<br />
<br />
===236S Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Mix Mix Mix<br />
|input=236S<br />
|guard=All<br />
|invul=<br />
|damage=13×4<br />
|startup=21<br />
|active=<br />
|recovery=<br />
|onBlock=-7<br />
|onHit=HKD<br />
|level=3<br />
|counter=Small<br />
|riscGain=500×4<br />
|riscLoss=2000<br />
|prorate=100%<br />
|images=GGST Faust Mix Mix Mix.png<br />
|hitboxes=GGST_FA_HB_MMM.png<br />
|type=special<br />
}}<br />
<br />
===j.236S Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Mix Mix Mix<br />
|input=j.236S<br />
|guard=All<br />
|invul=<br />
|damage=13×4<br />
|startup=21<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=HKD<br />
|level=3<br />
|counter=Small<br />
|riscGain=500×4<br />
|riscLoss=2000<br />
|prorate=100%<br />
|images=GGST Faust Mix Mix Mix.png<br />
|hitboxes=GGST_FA_HB_MMM.png<br />
|type=special<br />
}}<br />
<br />
===236H Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Snip Snip Snip<br />
|input=236H<br />
|guard=Ground Throw<br />
|invul=<br />
|damage=70<br />
|startup=6<br />
|active=1<br />
|recovery=43<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|riscLoss=2500<br />
|prorate=50%<br />
|images=GGST Faust Snip Snip Snip.png<br />
|hitboxes=GGST_FA_HB_SSS.png<br />
|type=special<br />
|notes={{FrameDataNotes|GGST|Throw}}<br />
}}<br />
<br />
===j.236P Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Love<br />
|input=j.236P<br />
|guard=All<br />
|invul=<br />
|damage=18, 27<br />
|startup=27<br />
|active=<br />
|recovery=Total 48<br />
|onBlock=<br />
|onHit=KD<br />
|level=1, 2<br />
|counter=Small<br />
|riscGain=500×2<br />
|riscLoss=1000×2<br />
|prorate=100%<br />
|images=GGST Faust Love.png<br />
|hitboxes=<br />
|type=special<br />
}}<br />
<br />
===j.236P (Afro) Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Love<br />
|input=j.236P (With Afro)<br />
|guard=All (Guard Crush)<br />
|invul=<br />
|damage=18, 41<br />
|startup=27<br />
|active=<br />
|recovery=Total 48<br />
|onBlock=<br />
|onHit=KD<br />
|level=1, 2<br />
|counter=Small<br />
|riscGain=500×2<br />
|riscLoss=1000×2<br />
|prorate=100%<br />
|images=GGST Faust Love.png<br />
|hitboxes=<br />
|type=special<br />
}}<br />
<br />
===214P Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Scarecrow<br />
|input=214P<br />
|guard=All<br />
|invul=All 10-15F<br />
|damage=28×2 [28×3]<br />
|startup=54 [84]<br />
|active=11,12 [11,8,3]<br />
|recovery=10 [7]<br />
|onBlock=-8 [+7]<br />
|onHit=HKD<br />
|level=2 [2×2, 4]<br />
|counter=Small<br />
|riscGain=700×2 [500×3]<br />
|riscLoss=1000<br />
|prorate=100%<br />
|images=GGST Faust Scarecrow Formation.png<br />
|hitboxes=GGST_FA_HB_PKCROW.png<br />
|type=special<br />
}}<br />
<br />
===214K Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Scarecrow<br />
|input=214K<br />
|guard=All<br />
|invul=All 10-15F<br />
|damage=28×2 [28×3]<br />
|startup=54 [84]<br />
|active=11,12 [11,8,3]<br />
|recovery=10 [7]<br />
|onBlock=-8 [+7]<br />
|onHit=HKD<br />
|level=2 [2×2, 4]<br />
|counter=Small<br />
|riscGain=700×2 [500×3]<br />
|riscLoss=1000<br />
|prorate=100%<br />
|images=GGST Faust Scarecrow Formation.png<br />
|hitboxes=GGST_FA_HB_PKCROW.png<br />
|type=special<br />
}}<br />
<br />
===214S Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Scarecrow<br />
|input=214S<br />
|guard=High<br />
|invul=All 1-47F [All 1-66F]<br />
|damage=50 [70]<br />
|startup=50 [69]<br />
|active=17<br />
|recovery=36<br />
|onBlock=-32 [-27]<br />
|onHit=HKD<br />
|level=2 [4]<br />
|counter=Mid<br />
|riscGain=1125 [1875]<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust Scarecrow Formation.png<br />
|hitboxes=GGST_FA_HB_Scrow.png<br />
|type=special<br />
}}<br />
<br />
==Items==<br />
===Bomb===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Bomb<br />
|input=236P Bomb<br />
|guard=All<br />
|invul=<br />
|damage=70<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=KD<br />
|level=4<br />
|counter=Small<br />
|riscGain=500<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust Bomb.png<br />
|hitboxes=GGST_FA_HB_BOMB.png<br />
|type=other<br />
}}<br />
<br />
===Banana===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Banana<br />
|input=236P Banana<br />
|guard=<br />
|invul=<br />
|damage=Heal 20<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|prorate=80%<br />
|images=GGST Faust Banana.png<br />
|hitboxes=<br />
|type=other<br />
}}<br />
<br />
===Donut===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Donut<br />
|input=236P Donut<br />
|guard=<br />
|invul=<br />
|damage=Heal 20<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|prorate=<br />
|images=GGST Faust Donut.png<br />
|hitboxes=<br />
|type=other<br />
}}<br />
<br />
===Afro===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Afro<br />
|input=236P Afro<br />
|guard=All<br />
|invul=<br />
|damage=40<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=2<br />
|counter=<br />
|riscGain=<br />
|prorate=100%<br />
|images=GGST Faust Afro.png<br />
|hitboxes=<br />
|type=other<br />
}}<br />
<br />
===Hammer===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Hammer<br />
|input=236P Hammer<br />
|guard=All<br />
|invul=<br />
|damage=50<br />
|startup=1<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=4<br />
|counter=Small<br />
|riscGain=500<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust Hammer.png<br />
|hitboxes=GGST_FA_HB_Hammer.png<br />
|type=other<br />
|notes=Point blank: +19 on block / +21 on hit.<br />
}}<br />
<br />
===Small Faust===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Mini Faust<br />
|input=236P Mini Faust<br />
|guard=<br />
|invul=<br />
|damage=15,11 (stomps) 15×N (lunge)<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=2<br />
|counter=Small<br />
|riscGain=100×N<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust Small Faust.png<br />
|hitboxes=GGST_FA_HB_MINIFAUST.png<br />
|type=other<br />
}}<br />
<br />
===100T Weight===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=100T Weight<br />
|input=236P 100T Weight<br />
|guard=All<br />
|invul=<br />
|damage=25<br />
|startup=1<br />
|active=63<br />
|recovery=<br />
|onBlock=<br />
|onHit=HKD<br />
|level=0<br />
|counter=Small<br />
|riscGain=250<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust 100T Weight.png<br />
|hitboxes=GGST_FA_HB_Weight1.png;GGST_FA_HB_Weight2.png<br />
|type=other<br />
}}<br />
<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Earthquake<br />
|input=236P 100T Weight<br />
|guard=All<br />
|invul=<br />
|damage=0<br />
|startup=64<br />
|active=2<br />
|recovery=<br />
|onBlock=<br />
|onHit=HKD<br />
|level=0<br />
|counter=<br />
|riscGain=500<br />
|riscLoss=1000<br />
|prorate=80%<br />
|images=GGST Faust 100T Weight.png<br />
|hitboxes=GGST_FA_HB_Weight1.png;GGST_FA_HB_Weight2.png<br />
|type=other<br />
}}<br />
<br />
===Horn===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Horn<br />
|input=236P Horn<br />
|guard=All<br />
|invul=<br />
|damage=7*n<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=1<br />
|counter=Small<br />
|riscGain=100×N<br />
|riscLoss=1000×2<br />
|prorate=80%<br />
|images=GGST Faust Horn.png<br />
|hitboxes=GGST_FA_HB_Trumpet.png<br />
|type=other<br />
}}<br />
<br />
===Meteors===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Meteors<br />
|input=236P Meteors<br />
|guard=Guard Crush<br />
|invul=<br />
|damage=36(1x)<br />
|startup=<br />
|active=<br />
|recovery=<br />
|onBlock=<br />
|onHit=<br />
|level=4<br />
|counter=Small<br />
|riscGain=100<br />
|riscLoss=1000xN<br />
|prorate=80%<br />
|images=GGST Faust Meteors.png<br />
|hitboxes=GGST_FA_HB_Meteor.png<br />
|type=other<br />
}}<br />
<br />
==Overdrives==<br />
===632146H Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=Bone-crushing Excitement<br />
|input=632146H<br />
|guard=All<br />
|invuln=1~23 Full<br />
|damage=50, 105<br />
|startup=16+5<br />
|active=3<br />
|recovery=48<br />
|onBlock=-32<br />
|onHit=HKD<br />
|level=<br />
|counter=Small<br />
|riscGain=2500<br />
|riscLoss=1000<br />
|prorate=100%<br />
|images=GGST_Faust_Bone-crushing_Excitement_1.png;GGST Faust Bone-crushing Excitement 2.png<br />
|hitboxes=GGST_FA_HB_BCE.png<br />
|notes=reversal<br />
|type=super<br />
}}<br />
<br />
===236236P Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=W-W-What Could This Be?<br />
|input=236236P<br />
|guard=<br />
|invul=<br />
|damage=<br />
|startup=1+7<br />
|active=N/A<br />
|recovery=Total 43<br />
|onBlock=N/A<br />
|onHit=N/A<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|prorate=<br />
|images=GGST Faust W-W-What Could This Be.png<br />
|hitboxes=<br />
|type=super<br />
}}<br />
<br />
===236236236P Data===<br />
{{MoveData-GGST<br />
|chara=Faust<br />
|name=W-W-W-W-W-W-W-W-W-What Could This Be?<br />
|input=236236236P<br />
|guard=<br />
|invul=<br />
|damage=<br />
|startup=1+7<br />
|active=N/A<br />
|recovery=<br />
|onBlock=N/A<br />
|onHit=N/A<br />
|level=<br />
|counter=<br />
|riscGain=<br />
|prorate=<br />
|images=GGST Faust W-W-What Could This Be.png<br />
|hitboxes=<br />
|type=super<br />
}}<br />
<br />
==Category==<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust&diff=283529GGST/Faust2022-06-13T00:10:53Z<p>Krackatoa: /* */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|update|clarifier=Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.|sticky=1}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Faust is an RNG-powered grappler with a strong, long-range whiff punish game. Thanks to a combination of reach and a powerful command grab, he dominates mid-range across a variety of matchups.<br />
<br />
Faust has great options to contest mid-range, and threatening tools to challenge approach. When he does land a hit, Faust gets a safe opportunity to use {{MMC|input=236P|label=What Could This Be?}}. If he's lucky, items will cover him for more item tosses, leading to a chaotic gamestate where he wins... statistically.<br />
<br />
One of his win conditions involves inflicting Guard Crush to offer up lopsided mixup situations. His Meteors, 100t Weight, and the explosion that occurs after {{MMC|input=236H|label=lighting an Afro on Fire}}, all induce Guard Crush, granting him access to potent 50/50s.<br />
<br />
Landing {{MMC|input=236H|label=Snip Snip Snip}} offers him some scary sequences that, done correctly, end in a 4-way mixup that is incredibly hard to defend against.<br />
<br />
His defense would probably be considered below average, save for the fact that he has access to {{MMC|input=632146H|label=Super PRC}}, one of the stronger reversal options in the game. When he makes use of it, he gains up to 16f of invuln, followed by a short vulnerable window. This allows him to punch through meaty options reliably on wakeup.<br />
<br />
When he has lots of meter to play with, or secures the meter advantage, Faust becomes a terror. {{MMC|input=236236P|label=Wh-wh-wh-what Could This Be?}} becomes a straightforward way to win neutral, and {{MMC|input=214S|label=Scarecrow}} PRC Snip allows for near-unreactable fullscreen command grabs that come from either direction.<br />
<br />
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 gamestates.<br />
<br />
<br />
| lore = An underground doctor, his past and identity are shrouded in mystery.<br />
<br />
One moment, he'll blurt out something seemingly random, only to offer a philosophical argument for the future of humanity the next.<br />
He once suffered a mental breakdown due to a traumatic experience. Even now, he becomes unstable when something reminds him of that time.<br />
At heart, however, he's a caring and kind person with common sense.<br />
| summary =, classified as a ''Unique'' type, is a bizarre underground doctor who misleads the opponent with tricky moves.<br />
| pros = <br />
*'''Good Buttons and Pressure:''' Faust has a decent array of pokes to keep the opponent on their toes and to cover thrown items. He also has a [[GGST/Faust#Snip Snip Snip|command grab]] to capitalize once they start blocking. The length of his attacks means they're hard to outmaneuver on the ground, so the opponent might feel forced to block or go for riskier counterplay.<br />
*'''Scary with the Meter Advantage:''' {{MMC|input=236236P|label=Item Super}}, [[GGST/Faust#j.2K|j.2K]] and [[GGST/Faust#Scarecrow|Scarecrow]] become very strong once Faust has 50% tension to spare. With meter, Scarecrow PRC allows Faust to teleport almost instantly, which is immensely useful as both a pressure/mixup option and as a way to reposition safely. <br />
*'''Item Throw:''' Faust's [[GGST/Faust#What Could This Be?|item toss]] allows him to create extremely favourable situations off stray hits. While they can backfire, items will usually provide you an additional threat for the opponent to deal with, greatly enhancing both his pressure and zoning capabilities.<br />
*'''Unusual Hurtbox:''' Faust can crawl under certain moves with his crouching block or walk (the 1 or 3 inputs, respectively); this allows him to low profile many attacks in the game, and opens up whiff punish opportunities other characters don't have access to.<br />
<br />
| cons = <br />
*'''Weak to Movement:''' Faust's longer pokes, such as far.S, 2H and even moves like 2P are weak to fast, safe forward movement, notably the kind seen by characters with quick runs. Dash macro into block can upset the spacing on these moves quite reliably, netting the opponent a decent amount of frame advantage.<br />
*'''Unusual Hurtbox:''' Faust is larger and wider than other characters in the air, he's also taller vertically compared to other characters when standing or in standing guard. This can make navigating certain situations trickier than normal, and he's more prone to instant overhead setups.<br />
*'''Volatile:''' Because Faust's win conditions are centered around command grabs and items, it can be tough to establish yourself early on in the match against conservative approach. Item Toss is too risky to throw out without a guaranteed hit/situation and grabs, by their nature, are risky against skilled opponents.<br />
*'''Item Throw:''' Sometimes you'll throw [[GGST/Faust#Horn|Trumpet]] at your opponent and be really sad.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
}}<br />
{{FP Box|header=GGST Faust Character Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|bWS5_41YGyQ|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P.png|ggs shake my hand<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P_Hitbox.png<br />
GGST_Faust_5P_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's fastest normal. Deceptively good range for a 5 frame button. Great for challenging small gaps or stuffing approaches in neutral.<br />
<br />
Can gatling into {{clr|1|6P}} for a confirm into Item Toss. <br />
<br />
In situations where you don't have time to confirm, or spacing is not favourable, gatling into {{clr|1|2P}} at max distance to create a neutral situation for yourself.<br />
<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong space control tool, useful for counterpoking as well as checking forward movement, with low whiff recovery. <br />
<br />
Hits all characters crouching, but due to the shape of hitbox, will need to be a little closer to catch some of the smaller characters in the roster.<br />
<br />
Faust's hurtbox is incredibly tall during this move, so he's open to attacks from above as well, however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.<br />
<br />
If it stuffs an air approach, it can combo into {{clr|4|6H}}, letting Faust gain space and throw items. However, it is prone to whiffing at some spacings.<br />
<br />
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 options might be lacking. In combos it can be used to bounce an airborne opponent off of the wall, often to connect a {{clr|4|6H}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_c.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_cS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Faust's highest reward and go-to pressure starter to check throw escape attempts.<br />
<br />
Plus on air block, leads to some of Faust's highest damage conversions at mid-screen and corner.<br />
<br />
Minus on normal block, but gatling options such as {{clr|3|f.S}}, {{clr|3|2S}} and {{clr|4|5H}} allow you to trap attempts to challenge Faust afterwards.<br />
<br />
Jump cancellable, allowing for BRC extensions similar to {{clr|2|5K}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_f.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_FS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's longest reaching poke. Usually gatlings into {{clr|4|2H}} if you're in range to do so - however, {{clr|4|2H}} will whiff at max distance. If you're in that max range zone, you'll want to let the {{clr|3|f.S}} recover raw or cancel into Item Toss/Scarecrow, depending on the matchup.<br />
<br />
Off stray anti-airs at a distance, sometimes {{clr|3|f.S}} > Item Toss as a juggle is all you can get.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H.png<br />
GGST_Faust_5HH.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H_1_Hitbox.png<br />
GGST_Faust_5H_2_Hitbox.png<br />
GGST_Faust_5H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=5H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5HH}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5HH"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Pressing {{Prompt|GGST|H}} again after a successful grounded hit will perform a follow-up attack that scores a hard knockdown.<br />
<br />
A peculiar move that has high payoff on counter-hit. <br />
<br />
In the corner, the follow-up leads to a very high ground bounce, letting you continue the combo if there isn't too much scaling.<br />
<br />
An incredibly strong counterpoke in and around {{clr|1|2P}} range, with a disjointed hitbox towards the tip. In combos, routing into {{clr|4|5H}} can net a tricky conversion into Scalpel, making small counter-hits turn into homerun wallbreaks easily.<br />
<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;Uncharged Dust<br />
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float<br />
* Causes 80% proration on-hit<br />
<br />
Universal overhead attack that's pretty fast. You'll want to keep your meter to convert off the uncharged version in pressure. Particularly potent when the opponent has a burning afro applied and commits to crouch blocking, where this move may break open their defense long enough for it to explode and allow Faust to continue pressure. Can followed up from {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for a mixup.<br />
<br />
Has a special interaction with several of the items Faust can throw as well. Striking certain items with his {{clr|5|5D}} before they hit the ground will bat them towards your opponent, with questionable benefit depending on the item.<br />
----<br />
;Charged Dust<br />
* Charged dust leads to soft knockdown (+36).<br />
* Holding up during the hitstop frames of charged dust will activate homing jump:<br />
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.<br />
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).<br />
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.<br />
<br />
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.<br />
<br />
Faust's fully charged {{clr|5|5D}} 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 will net you little to no benefit at all.<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="2" |'''Faust 5D Reflectable Projectiles Table'''<br />
|-<br />
!Character<br />
!Move<br />
|-<br />
|{{Character Label|GGST|Anji Mito|label=Anji Mito}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}<br />
<br />
|-<br />
|{{Character Label|GGST|Axl Low|label=Axl Low}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Baiken|label=Baiken}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.214p|label=Shuriken}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} actually reflects it instead.<br />
<br />
|-<br />
|{{Character Label|GGST|Faust|label=Faust}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=j.236P|label=Love}} / {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P (With Afro)|label=Love (With Afro)}} ''(Projectile only.)''<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=236P|label=What Could This Be?}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Hammer|label=Hammer}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Meteors|label=Meteors}} ''(Will usually reflect only 1, you will get hit by the rest.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Giovanna|label=Giovanna}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Happy Chaos|label=Happy Chaos}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|I-No|label=I-No}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214P|label=Antidepressant Scale {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=I-No|input=j.214P|label={{clr|1|j.214P}}}}<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=632146S|label=Ultimate Fortissimo}} ''(Projectile follow-up only.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Jack-O|label=Jack-O'}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Jack-O|input=j.D|label={{clr|5|j.D}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge {{clr|3|j.236S}}}} / {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236H|label={{clr|4|j.236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde {{clr|3|[4]6S}}}} / {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label={{clr|4|[4]6H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|May|label=May}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=May|input=214P|label=Arisugawa Sparkle {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=May|input=214K|label={{clr|2|214K}}}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} can reflect it too, if timed properly.<br />
<br />
|-<br />
|{{Character Label|GGST|Millia Rage|label=Millia rage}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=Tandem Top {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Potemkin|label=Potemkin}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Potemkin|input=Reflect Projectile|label=F.D.B. (Projectile)}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=Bajoneto {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}}}} ''(Follow-up explosion only, nullifies it.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}<br />
<br />
|-<br />
|{{Character Label|GGST|Testament|label=Testament}}<br />
|<br />
*''TBD''<br />
<br />
|-<br />
|{{Character Label|GGST|Zato-1|label=Zato-1}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a lot!"}} ''(Will reflect only 1, and in most cases the remaining drills will still hit you.)''<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=22H|label=Invite Hell}} ''(Nullifies it.)''<br />
<br />
|}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2P.png|How to roundstart 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Low poke that leaves Faust even on hit. Plays an important role in Fausts zoning game, as it's speed and recovery makes it a low risk (albeit low reward) way to stuff approaches.<br />
Can be used as a hedge to challenge the ground while leaving yourself available to challenge opponents that might jump.<br />
<br />
You can also use this to end strings from {{clr|1|5P}} to restablish yourself when pressured, if you can't confirm {{clr|1|5P}}>{{clr|1|6P}}. <br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1_Hitbox.png<br />
GGST_Faust_2K_2_Hitbox.png<br />
GGST_Faust_2K_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
3 hits total. Faust's go-to low option. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into {{clr|5|2D}} for a knockdown as a confirm.<br />
<br />
Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so. At very close spacing, can be used as a tick throw setup into Snip Snip Snip.<br />
<br />
The 1st hit is a mid located above Faust's head. This hit will usually whiff if {{clr|2|2K}} is not done point blank, making the move effectively 8F startup in most situations.<br />
<br />
The 1st hit can also be used as situational anti air for opponents directly above your head, in cases where {{clr|1|6P}} would whiff and {{clr|3|2S}} would be too slow. However, due to the 2 active frames and lack of disjoint, it is not a reliable anti air for most situations.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S.png|"Did you die?" "Sadly, yes... but I lived!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S_1_Hitbox.png<br />
GGST_Faust_2S_2_Hitbox.png<br />
GGST_Faust_2S_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
High reward anti-air. Relatively slow, and only gains disjoint in the later part of the hitbox. Can be liable to trade. A go-to frame trap option from a {{clr|3|c.S}} starter, allowing for a full conversion into [[{{PAGENAME}}#Thrust|Thrust]] on counter hit. Can be used during okizeme to simultaneously hit meaty and cover backdash, where {{clr|3|c.S}} only has a 2f window to do this.<br />
<br />
Hitbox appears on both sides of Faust, can be good for air attacks directly above your head where {{clr|1|6P}} is liable to whiff -- however, its slow startup often means you have to use it preemptively. Beware of observant players baiting this out.<br />
<br />
Will dispatch any Bombs hit to above the visible screen, creating set-ups with K Scarecrow as it can ricochet the Bomb on the way down for safe pressure and combos. The Bomb will also likely hit the opponent should they attempt to punish Scarecrow. Faust can also let the Bomb 'cook' before hitting it for a gimmicky anti-air attempt that yields high reward.<br />
<br />
Launches on hit, which can be followed up with [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]] or with item toss, as it will combo into a weight or a hammer (depending on the matchup) for a midscreen wallbreak for 50 bar.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2H.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A far-reaching unreactable low that challenges forward movement.<br />
<br />
If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.<br />
<br />
If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2D.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A typical sweep that grants a hard knockdown.<br />
<br />
{{clr|2|2K}} > {{clr|5|2D}} > Item Toss is a go-to string when confirming from {{clr|2|2K}}, as you still have time to meaty after throwing an item. You can frame trap from {{clr|2|2K}} using this move.<br />
<br />
Do not attempt to sweep into [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]], as it'll only deal 50 damage and not initiate a cinematic nor break the wall.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6P.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_6P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Dominant anti-air option with lots of upper body invuln. Grants a safe item toss on hit, and offers combo potential on counterhit.<br />
<br />
On airblock, pops up and leads to airblocked Mix Mix Mix (Which is plus.)<br />
<br />
Not very good at covering behind Faust, and may struggle to anti-air deep airdashes that pass over your head.<br />
<br />
Faust's {{clr|1|6P}} has far more recovery than most other characters, so its use as a counter poke in neutral is limited.<br />
<br />
This move was recently patched (v1.10) to make chaining and comboing from 5P more consistent, by increasing the lower hitbox forward.<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H_1_Hitbox.png<br />
GGST_Faust_6H_2_Hitbox.png<br />
GGST_Faust_6H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead, great counter-hit button. Deceptively good prediction whiff punish. Huge aerial hitbox.<br />
<br />
Confirms into Scalpel on counter-hit. You'll want to wait when you {{clr|4|6H}} so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option. <br />
<br />
Should an air bounce occur, combos into {{clr|2|214K}}. You can also PRC for a corner combo that will likely break the wall.<br />
<br />
Doesn't combo into anything at a distance on normal ground hit. When using combos that don't push you far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into {{clr|3|214S}} to ensure you don't run out of time.<br />
<br />
Super risky if you don't get the counter-hit or the air hit. Consider saving tension so you can PRC out of this move if needed.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.P.png | [https://imgur.com/a/N6S0pPu TALK TO EM]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JP.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Air option that is very quick to recover. Stray hits will send the opponent away.<br />
<br />
Since {{clr|1|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 {{clr|4|j.H}} at the right heights.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JK.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Can hit a standing opponent while rising (Important for [https://glossary.infil.net/?t=Fuzzy%20Attack f-shiki]). Opponents with an Afro can be hit by {{clr|2|j.K}} while crouching (exceptions: {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Giovanna|label=Giovanna}}, {{Character Label|GGST|Jack-O|label=Jack-O'}}) due to the extended hurtbox, making {{clr|2|j.K}} > {{clr|5|j.D}} an easy unreactable overhead string for setting Afros on fire or starting a combo.<br />
<br />
Often used to cover Faust landing in situations where {{clr|5|j.D}}/{{clr|3|j.S}}/{{clr|1|j.236P}} would be too slow.<br />
<br />
Can combo into {{clr|5|j.D}}, {{clr|1|j.236P}} or MixMixMix on air hit, although those may drop depending on the spacing.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|2|j.2K}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A very deep and low-hitting jump-in. Slower to get out than your {{clr|2|j.2K}} and {{clr|5|j.D}}. Chains into {{clr|4|j.H}}, and sets up a fairly favourable situation when you do so.<br />
<br />
Airdash cancellable.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H_1_Hitbox.png<br />
GGST_Faust_j.H_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Long dominant aerial poke. Rising {{clr|4|j.H}} is great for meeting opponents hanging out at the top of the screen. Doing a falling {{clr|4|j.H}} takes a little longer, but the large amount of active frames make it especially hard to contest should you get it out.<br />
<br />
Wallbounce property makes it a crucial tool in his corner combos. With it's airdash cancel and counter-hit properties, air-to-air {{clr|4|j.H}} can easily confirm into a full combo, provided you are close enough to the corner.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.D.png|Set that funk on fire<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JD.png|Set that funk on fire<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
A deep-hitting jump-in attack that can easily ignite the Afro.<br />
<br />
Should it hit the opponent when Afro is applied, the opponent is launched into the air for a full combo. Making them block {{clr|5|j.D}} with an Afro on is also strong, as they must deal with the threat of a delayed explosion while Faust continues pressure. <br />
<br />
Faust's hurtbox extends into the hitbox below him at the injection site.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_j2K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A strong poke that is quite likely to win an exchange, however, it's recovery and low hitstun make it risky to use without RC. With RC, however, it leads to all sort of conversions and pressure opportunities, on hit or block.<br />
<br />
Jumping into immediate {{clr|2|j.2K}} is a very low risk option to stuff approaches in neutral. When done as low as possible, it is very safe on block, up to +2 if its blocked low enough (although it is usually slightly minus on block).<br />
<br />
If used from high up, it is minus on hit if not cancelled. Cancelling it into Love and sometimes threatening with a cancel into Mix Mix Mix will keep it hard to challenge in certain matchups.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Ground Throw.png|nom-nom-nom<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6D or 4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Leaves the opponent in front of Faust in an OTG-able state. Can give a safejump if you OTG with close slash and jump cancel into a low airdash. Alternatively, you can throw an item and still have time to meaty. Paired with 214S & PRCC lets you ground throw from anywhere almost instantly.<br />
<br />
Long 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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.6D or j.4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Faust hucks the opponent downwards.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
<br />
===<big>Thrust</big>===<br />
<span class="input-badge">'''{{clr|2|41236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
<br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Thrust.png| Hook,<br />
GGST_Faust_Pull_Back.png| Line<br />
GGST_Faust_Home_Run.png| and Sinker<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_41236K_1_Hitbox.png<br />
GGST_Faust_41236K_2_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Pull Back|subtitle=Thrust -> 4}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Home Run!|subtitle=Pull Back -> H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4 H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
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 towards him for a follow-up golf swing. Pressing {{Prompt|GGST|H}} right before the opponent hits the ground sends the opponent flying away from Faust. There are three possible outcomes from this follow-up attack:<br />
<br />
* 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. <br />
<br />
* Sweetspot: Action lines around the screen will indicate a successful hit, and the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall if in range. <br />
<br />
* Sourspot: The opponent falls out of the launcher for a soft knockdown. The golf club may hit the opponent as they fall. <br />
<br />
Thrust shines when used as a preemptive punish at range versus movement. Off air-hit {{clr|4|6H}} or counter-hit {{clr|4|6H}}, this will be your main meterless conversion tool, but you'll want to eyeball the timing for the different kinds of {{clr|4|6H}} hits. Also useful as a frame trap option for various strings. In specific (yet not uncommon) situations where a Bomb is active near Faust, the Bomb can be launched with the opponent and explode in the air, dealing additional damage and potentially leading into a conversion.<br />
<br />
Pullback can be cancelled into either of Faust's Overdrives, although [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]] will only initiate a cinematic if you time it right (as the opponent is falling and is above Faust's head at the time of activation). Cancelling it into Wheelchair is a decent option select for bursts and nets good damage and oki for the price of meter. Cancelling it into [[{{PAGENAME}}#W-W-What Could This Be?|W-W-What Could This Be?]] yields variable results, but gives your opponent less space to play around the Items that appear. Also, due to a bizarre bug, Faust is unaffected by any peels that come out this way.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be.png| 何が出るかな?<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be_Hitbox.png| <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches into his scrubs and grabs an [[GGST/Faust#Items|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.<br />
<br />
With the exception of Meteor, items are thrown a set distance. This distance can be broken down into close/medium/far ranges. <br />
<br />
Far: Trumpet, Afro, Mini Faust<br />
<br />
Medium: Bomb, Donut, 100T Weight<br />
<br />
Close: Banana (and Peel), Hammer<br />
<br />
Items will also bounce slightly off the wall if you're throwing items at a cornered opponent for pressure.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Mix Mix Mix</big>===<br />
<span class="input-badge">'''{{clr|3|236S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust 236S.png| Faust taking inspiration from Zato's theme<br />
</gallery><br />
<br />
|-|<br />
Hitbox=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236S_Hitbox.png|<br />
</gallery><br />
</tabber><br />
<br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="236S" or input="j.236S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<br />
<br />
<nowiki>*</nowiki>''Knockdown/Ground bounce on Hit''<br />
<br />
Faust rises forward into the air while mixing 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.<br />
<br />
If the opponent airblocks this, Faust is plus and gets the chance to continue pressure with his faster normals. The exact frame advantage varies by height, but he's usually +5 or so.<br />
<br />
Can be used as a frame trap tool, but the long startup means it can't always frame trap faster buttons. Also useful as an opportunistic escape from gaps in corner pressure, especially when used out of a super jump; however, this may leave Faust open to being chased down and punished on landing, so consider using Love beforehand to force the opponent to waste time blocking it (or use RC at the end to make it safe). This strategy is most effective against characters who have trouble chasing fullscreen, such as Potemkin.<br />
<br />
====Mix Mix Mix Loop====<br />
<br />
If Faust is low to the ground when he leaves MMM, he recovers fast enough to link a button, provided gravity scaling mid-combo is not too severe.<br />
<br />
In order to loop:<br />
<br />
* Faust must be low to the ground (Hold 3).<br />
* You want to be holding 3 going into the first hit.<br />
* You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a c.S pickup.<br />
* If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.<br />
<br />
Example Input: 2H > 236S[3]...[1] > c.S<br />
<br />
Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.<br />
<br />
Moves like cS, 5K, and 2K's first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of 2K) before you can no longer loop from MMM.<br />
<br />
Jump-ins (jK, jH, jS, jD) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH jD > MMM), lest gravity scale too high.<br />
<br />
This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit 5P>5K>MMM or air-hit 2P>5K>MMM.<br />
<br />
Moves like 6P or 2K's later hits scale gravity too harshly to allow any pickup post Mix Mix Mix. <br />
<br />
=====Summary:=====<br />
<br />
If you're using optimal starters such as 5K, cS, or 2K(1): you do not necessarily need to worry about gravity in your starter in order to loop.<br />
<br />
If you're '''not''' using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.<br />
<br />
For that reason, air-to-air normals or 5P>5P>6P air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.<br />
<br />
=====Bonus Stupid Thing=====<br />
If the opponent is caught too high above MMM, the last hit will whiff, and you get no ground bounce.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Snip Snip Snip</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Snip_Snip_Snip_wiff.png|'''Whiff'''<br />
GGST_Faust_Snip_Snip_Snip_hit.png|'''Hit'''<br />
GGST_Faust_Afro_Debuff.png|'''Afro'''<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236H_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
*Knockdown on Hit<br />
*Marginally longer range than Ground Throw<br />
<br />
Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an [[{{PAGENAME}}#Afro|Afro]]. The opponent is also knocked down, granting Faust time to continue his offense. <br />
<br />
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.<br />
<br />
The knockdown from this move has a faster recovery than from Ground Throw. However, since the buff in 1.10, he has time to safe jump vs all reversals, including 7 frame reversals. <br />
</div><br />
</div><br />
<br />
===<big>Love</big>===<br />
<span class="input-badge">'''{{clr|1|j.236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love.png| The last moments before the Counter Hit Incident<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love_hitbox.png|First active frame and trajectory to final before explosion<br />
GGST_Faust_Afro_Love_hitbox_.png|Afro Love bounce trajectory<br />
GGST_Faust_Love_hitbox_2.png|Explosion!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Love! explosion hits both players <br />
* Afro Love! explosion hits the opponent only, Guard Crush on block<br />
* Both explosions trigger Mini Faust and ignite Afros<br />
* Counter Hit state during the full animation<br />
* Connecting with only the explosion (not the initial hit of the bag falling) deals 40 damage<br />
<br />
Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion will affect Faust on hit or block if Faust is he too close to the explosion. Significant frame advantage on block for both players. <br />
<br />
If Faust is wearing an [[{{PAGENAME}}#Afro|Afro]] (his own or from an opposing Faust), he can unleash Afro Love! (Afro Bomb, Frobag, etc.) a more powerful version of Love! with longer range, a higher bounce arc and a wider bomb explosion. It deals almost double the damage on hit and inflicts Guard Crush on block. This version bounces on the ground twice before reaching the opponent, and will bounce off-screen instead of hitting the wall. <br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Scarecrow</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}} (Hold OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Scarecrow_Formation.png|P, K, and S<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_214PK_Hitbox.png|P and K<br />
GGST_Faust_214S_Hitbox.png|S<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="214P" or input="214K" or input="214S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* Values in brackets ([]) represent full charge<br />
<br />
A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent. <br />
<br />
*{{clr|1|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. If the opponent is cornered, Faust's scarecrow appears in front of them and does not take the corner.<br />
<br />
*{{clr|2|214K}}: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow pushes them out of the corner and appears behind them.<br />
<br />
*{{clr|3|214S}}: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Once he lands, he contorts his body to roll away from the opponent in a recovery animation.<br />
<br />
Note that for both {{clr|1|214P}} and {{clr|2|214K}}, the opponent will always turn to face the correct scarecrow as soon as you move, so be sure to have meter or items ready to cover your back.<br />
<br />
All versions can be charged. The charged versions are safer/more advantageous on block and hit. {{clr|3|214[S]}} (Overhead) is still unsafe, while {{clr|1|214[P]}} and {{clr|2|214[K]}} versions are plus on block. On hit, {{clr|1|214[P]}} and {{clr|2|214[K]}} can also cause a wallbounce close to the corner.<br />
<br />
All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, {{clr|3|214S}} can be used to avoid getting hit by certain long range attacks or overdrives, as Faust will be off the screen for a while before re-entering, and against advancing attacks/overdrives will often land behind the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Crawl</big>===<br />
<span class="input-badge">'''1 or 3'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Crawl.png|swiggity swooty <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_Crawl.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
Instantly shrinks Faust's hurtbox. This allows you to shrink down under certain attacks. Both crawl directions have the same hurtbox; however, due to the proximity block mechanic, back crawl will not low profile an attack or projectile if it connects as part of a blockstring.<br />
<br />
For a comprehensive list of attacks, see [https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qcEV2EDnGienJB8UTcbuEg here] (and make sure to support the poster!).<br />
<br />
For visual crawling guides, see [https://www.youtube.com/playlist?list=PLkDgiCh4D2G_Wxlw3W9TDkQjFb_237M3T here]<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="6" | Moves Faust Can Crawl Under '''{{clr|4|(WARNING! THE TABLE IS VERY LARGE!)}}'''<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
<!-- SOL--><br />
|-<br />
| rowspan="10"|{{Character Label|GGST|Sol Badguy|label=Sol}} || {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|3|6S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can be back crawled at the farthest distances<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.H|label={{clr|3|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label=Bandit Revolver ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Follow-up can be forward crawled<br />
|-<br />
<!-- Ky--><br />
| rowspan="11" | {{Character Label|GGST|Ky Kiske|label=Ky}} || {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge ({{clr|1|236236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!--May--><br />
| rowspan="7" | {{Character Label|GGST|May|label=May}} || {{MiniMoveCard|game=GGST|chara=May|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=May|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=236236S|label=Great Yamada Attack ({{clr|3|236236S}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Full/mid screen Faust can run under until the whale lands<br />
<!--Axl--><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Axl Low|label=Axl}} || {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6K|label={{clr|2|6K}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=2S|label={{clr|3|2S}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.P|label={{clr|1|j.P}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || Chain dead-zone can be ducked but not the blade<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber ({{clr|4|j.623H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at minimum height<br />
|-<br />
<!-- Chipp--><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou ({{clr|3|236S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu (~{{clr|2|236K}})}} ||| {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai (~{{clr|3|236S}})}} will force Faust to block low<br />
<!-- Pot --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Potemkin|label=Potemkin}} || {{MiniMoveCard|game=GGST|chara=Potemkin|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=2H|label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl when close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=63214S|label=F.D.B. ({{clr|3|63214S }})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl if a low-projectile is reflected<br />
<!-- Fuast --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Faust|label=Faust}} || {{MiniMoveCard|game=GGST|chara=Faust|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5H|label={{clr|4|5H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label=Thrust ({{clr|2|41236K}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Millia --><br />
| rowspan="8" | {{Character Label|GGST|Millia Rage|label=Milla}} || {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Tandem Top {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Zato --><br />
| rowspan="7" | {{Character Label|GGST|Zato-1|label=Zato}} || {{MiniMoveCard|game=GGST|chara=Zato-1|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=2H|label={{clr|4|2H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be crouched point-blank<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Ram --><br />
| rowspan="7" | {{Character Label|GGST|Ramlethal Valentine|label=Ram}} || {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.D|label={{clr|5|j.D}}}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can be crawled but back part of hitbox cannot<br />
|-<br />
| Bajoneto {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|4|H}} version cannot be back-crawled in a block string - must switch to forward crawl. Low explosion cannot be crawled.<br />
|-<br />
<!-- Leo --><br />
| rowspan="9" | {{Character Label|GGST|Leo Whitefang|label=Leo}} || {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=632146H|label=Leidenschaft des Dirigenten ({{clr|4|632146H}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl first hit<br />
|-<br />
<!-- Nago --><br />
| rowspan="8" | {{Character Label|GGST|Nagoriyuki|label=Nago}} || {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Use caution to not crawl into {{clr|3|c.S}} range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H Level 1 |label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Delay - {{clr|4|2H}} is very active<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Gio --><br />
| rowspan="11" | {{Character Label|GGST|Giovanna|label=Gio}} || {{MiniMoveCard|game=GGST|chara=Giovanna|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label=Sol Poente ({{clr|3|214S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Will only whiff if Faust switches sides during cross-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Trovão ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
<!-- Anji --><br />
|-<br />
| rowspan="6" | {{Character Label|GGST|Anji Mito|label=Anji}} || {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu ({{clr|1|236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Pressing a button to punish might make the butterfly hit<br />
<!-- Ino --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|I-No|label=I-No}} || {{MiniMoveCard|game=GGST|chara=I-No|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love {{clr|2|214K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.236H|label=Sultry Performance {{clr|4|j.236H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}}|| {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=632146S |label=Ultimate Fortissimo {{clr|3|632146S }}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Ground version can be crawled after blocking start-up hit. TK fortissimo cannot be crawled.<br />
|-<br />
<!-- Goldlewis --><br />
|-<br />
| rowspan="7" | {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} || {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6H|label={{clr|4|6H}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || cannot switch directions during crawl<br />
<!-- Jack-O --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Jack-O|label=Jack-O}} || {{MiniMoveCard|game=GGST|chara=Jack-O|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=2S|label={{clr|3|2S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be ducked up close/on start-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant ({{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be ducked where servant lands<br />
<!-- Happy Chaos --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Happy Chaos|label=Happy Chaos}} || {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6S|label={{clr|3|6S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire ({{clr|4|]H[}})}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can track Faust while crawling making crawling while gun is drawn dangerous<br />
<!-- Baiken --><br />
|-<br />
| rowspan="11" | {{Character Label|GGST|Baiken|label=Baiken}} || {{MiniMoveCard|game=GGST|chara=Baiken|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=6K|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl from IAD height<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|3|41236S}}}} / {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|4|41236H}}}}) || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari Follow-up ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236H~H|label={{clr|4|41236H~H}}}}) || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kenjyu ({{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label={{clr|1|214214P}}}}) || {{clr|3|'''✓'''}} || {{clr|2|'''?'''}} || {{clr|3|'''✓'''}} || Explosion cannot be crawled<br />
|-<br />
<!-- Testament --><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Testament|label=Testament}} || {{MiniMoveCard|game=GGST|chara=Testament|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
|}<br />
[https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qg4Tn6QyBieTXb8EeRzQ-g Table Ref.]<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Items==<br />
===<big>Bomb</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb_Hitbox.png|<br />
GGST_Faust_Bomb_1_Hitbox.png|Initial explosion size<br />
GGST_Faust_Bomb_2_Hitbox.png|<br />
GGST_Faust_Bomb_3_Hitbox.png|Maximum expanded explosion size<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Bomb"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Explosion triggers Mini Faust<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, allowing you to send it towards your opponent without waiting for it to land first<br />
* Striking the bomb extends the active frames and hitstop of the attack used<br />
<br />
Classic Faust item with a new twist. 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.<br />
<br />
You can hit it at varying angles depending on which move you use, for example; {{clr|3|2S}} will send it extremely high up and often times will catch jump ins from the other side of the screen. Keep in mind though that your opponent can also hit the bomb back, so time your attacks right using moves with minimal recovery frames, like {{clr|1|2P}} or {{clr|1|5P}} to catch them off guard. Try to place the bomb well-above the opponent's head or behind them so it can't be contested before it explodes.<br />
<br />
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.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Banana</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Banana.png|Banana<br />
GGST_Faust_Banana_Peel.png|Peel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Banana"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent. Also works if Faust only throws the peel.<br />
<br />
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. <br />
<br />
It is also possible for Faust to randomly toss a lone peel, which makes oki and pressure with it more straightforward. <br />
<br />
If either a peel or a full banana are out, the chances of Faust tossing a novel banana or peel are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Donut</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Donut.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Donut"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent.<br />
<br />
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. <br />
<br />
If a donut is out, the chances of Faust throwing another donut are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Afro</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Afro.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Afro"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, potentially surprising your opponent with a flying afro.<br />
<br />
Falls slowly. Grants whoever touches it a glorious Afro.<br />
<br />
Afro extends the wearer's hurtbox upwards at all times except when landing during blockstun. A character wearing an Afro [https://twitter.com/MrAnnual/status/1418379278866165766 loses upper body invincibility on their {{clr|1|6P}}] due to the Afro's hurtbox. Characters with Afros on become susceptible to [https://glossary.infil.net/?t=Fuzzy%20Attack instant overhead setups]. Faust, luckily, is quite low during his crouch animation, so he's less affected.<br />
<br />
Moves with fire properties, such as {{clr|5|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. This delayed explosion guard-crushes the opponent. In both cases, the explosion launches the Afro'd player upwards for a combo on hit. The explosion only affects the Afro'd character.<br />
<br />
The Afro explosion causes Guard Crush, denying the victim throw protection on block.<br />
<br />
If an Afro'd character blocks a total of 10 hits, the Afro will disappear.<br />
<br />
If Faust uses [[{{PAGENAME}}#Love|Love!]] with an Afro on, the move gains additional properties, <br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Hammer</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer_Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Hammer"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, allowing Faust to use a thrown Hammer more aggressively.<br />
* Can hit immediately at point-blank range on {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Anji Mito|label=Anji}}, {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +21 on hit.<br />
<br />
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.<br />
<br />
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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Mini Faust</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust.png| Can I buy one of these?<br />
GGST_Faust_Small_Faust_Walk.png| It's alive?<br />
GGST_Faust_Small_Faust_Angry.png| And it hungers for blood!<br />
GGST_Faust_Small_Faust_Attack.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust_Walk_Hitbox.png|<br />
GGST_Faust_Small_Faust_Attack_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Mini Faust"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Mini Faust, after landing simply walks around back and forth harmlessly until he is triggered into action.<br />
<br />
After being thrown, Mini-Faust can be batted by {{clr|5|5D}}, though difficult to time.<br />
<br />
TRIGGERS FOR THE FELLAH:<br />
* Bumping into your opponent.<br />
* Being struck by an opponent's attack.<br />
* Being hit by the explosion from a Bomb.<br />
* Being hit by the explosion from Love.<br />
<br />
1ST PHASE AFTER ACTIVATION:<br />
He stomps the ground, dealing two hits in quick succession. This is followed by a pause where there is a sizeable gap.<br />
<br />
2ND PHASE AFTER ACTIVATION:<br />
Mini-Faust flings himself at the opponent, dealing a number of attacks all at once.<br />
<br />
USES FOR THE FELLAH:<br />
* Coverage for more item tosses<br />
* Coverage for throw attempts<br />
* Scarecrow Crossups<br />
<br />
It is possible to combo into the first sequence of attacks, follow up, and still combo into the second sequence.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>100T Weight</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight_1_Hitbox.png<br />
GGST_Faust_100T_Weight_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236P 100T Weight"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
*Guard Crush on Block (Screen Shake)<br />
*Hard Knockdown on hit.<br />
*Can be batted by {{clr|5|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.<br />
<br />
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.<br />
<br />
Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Trumpet</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Horn.png|Throw your opponent your neutral tool<br />
GGST_Faust_Crowd.png|Then get sad as your kin tramples you over<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Trumpet_Hitbox.png|https://twitter.com/tori3_/status/1408090841516634114?s=19<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Horn"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Counts as an attack for whichever character acquires it.<br />
* Strikes repeatedly and at random intervals for as long as the target is in range.<br />
* Can be batted by {{clr|5|5D}} if you think it's too difficult for your opponent to obtain normally.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Meteors</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors.png|Neutral skipper<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Meteors"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Guard Crush on Block<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, if you want to ''really'' hit them with a meteor.<br />
* Meteors fall in a random order<br />
* May hit from 1 to 5 times, randomly <br />
<br />
Faust throws a molten rock up high off screen. After a comically 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.<br />
<br />
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).<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
<br />
<br />
===<big>Bone-crushing Excitement</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bone-crushing_Excitement_1.png|<br />
GGST_Faust_Bone-crushing_Excitement_2.png|The damage this causes by just hitting your shins is the most realistic thing about this game.<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust Bone-crushing Excitement Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="632146H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
Faust's only invincible reversal. He spots a four leaf clover near the opponent and dives towards it. If they are caught in the dive, he knocks them down. After a graphic animation, Faust reappears in front of them. If done close to the wall, the wall will break, granting Faust a hard knockdown.<br />
<br />
If the dive hits as an OTG the full animation will not initiate, dealing only the initial portion of the super damage and leaving Faust very punishable.<br />
<br />
If used to break the wall, Faust can get a safejump after the hard knockdown, although this safejump is hard to execute against faster reversals.<br />
<br />
If the super doesn't break the wall, you have time for a meaty {{clr|3|c.S}}, but not enough time for a safejump. You can also OTG {{clr|5|2D}}, if it's needed to finish off an opponent.<br />
<br />
This super has much longer startup than most supers, so it's liable to be blocked against fast-recovery meaty options. However, by using [https://streamable.com/s1hyal PRC to cancel the super during the startup], you gain invulnerability frames to avoid attacks and punish with any option of your choosing (and this only costs 1 meter since the super doesn't actually activate). This is a fantastic reversal option, as you can grab to punish your opponents meaty, while not committing to an attack in case your opponent chose to jump or block to bait a super.<br />
<br />
Because RC startup is not invulnerable, you can get hit out of your PRC if cancel the super too early, or if the opponent chooses a delayed or highly active meaty option. However, because neither your super or your RC had time to complete, you will not spend any meter in that situation. <br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches inside his scrubs to grab 4 items.<br />
*Because there's no item lockout, the resulting situation if you keep pulling items can get very silly.<br />
*Since the buff in 1.10, it can be used to dominate neutral, provided you're far away enough from the opponent or you have gotten a knockdown. Potentially strong option after a successful gold burst. Your mileage may vary depending on the matchup and what items you get.<br />
*If you've previously tossed a Trumpet and have control of it, using this before picking it up guarantees you won't toss another one, which can result in a very favorable situation.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-W-W-W-W-W-W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
*Spend all your bar. Get 10 Items. Big meme.<br />
*Because of high meter gain, this could become an option if you are "playing lame" for the whole match. Faust will usually find safer and better use of meter by exploring other options, however. <br />
*Due to patch 1.10's Gold Burst buff and improved item spread, you could hypothetically do this off of a Gold Burst and get decent results. Even in that situation, it is usually wiser to use the half bar item super instead. <br />
</div><br />
</div><br />
<br />
==External References==<br />
<br />
===Notable Players:===<br />
*'''ApologyMan''' (EN)<br />
::Twitch: [http://twitch.tv/ApologyMan ApologyMan] <br />
::YouTube: [https://www.youtube.com/c/ApologyMan ApologyMan]<br />
::Twitter: [https://twitter.com/ApologyMan @ApologyMan]<br />
<br />
*'''JuxtAPoser''' (EN/HE)<br />
::Twitch: [https://www.twitch.tv/juxtaposertv JuxtAPoserTv] <br />
::Twitter: [https://twitter.com/a_juxt @a_juxt]<br />
<br />
*'''Krackatoa''' (EN)<br />
::Twitch: [http://twitch.tv/krackatoa Krackatoa] <br />
::Twitter: [https://twitter.com/Koryuken @Koryuken]<br />
::YouTube: [https://www.youtube.com/c/Krackatoa Krackatoa]<br />
<br />
*'''RhagTheDucktle''' (EN/PT)<br />
::Twitch: [https://www.twitch.tv/rhagtheducktle RhagTheDucktle]<br />
<br />
*'''Nage''' (JP)<br />
::Twitch: [https://www.twitch.tv/nage_pink nage_pink] <br />
::YouTube: [https://www.youtube.com/channel/UCJTwPjElTtULMosGdilaewQ/featured ナゲ] <br />
::Twitter: [https://twitter.com/nage_pink @nage_pink]<br />
<br />
*'''RF''' (JP)<br />
::Twitch: [https://www.twitch.tv/rfrfrf55 rfrfrf55] <br />
::YouTube: [https://www.youtube.com/channel/UCY5g2Y4Jkk_an4staoAvW6g?view_as=subscriber RF GameCh] <br />
::Twitter: [https://twitter.com/rfrfrf555 @rfrfrf555]<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust&diff=283528GGST/Faust2022-06-13T00:01:06Z<p>Krackatoa: /* Afro */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|update|clarifier=Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.|sticky=1}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Faust is an RNG-powered grappler with a strong, long-range whiff punish game. Thanks to a combination of reach and a powerful command grab, he dominates mid-range across a variety of matchups.<br />
<br />
Faust has great options to contest mid-range, and threatening tools to challenge approach. When he does land a hit, Faust gets a safe opportunity to use {{MMC|input=236P|label=What Could This Be?}}. If he's lucky, items will cover him for more item tosses, leading to a chaotic gamestate where he wins... statistically.<br />
<br />
One of his win conditions involves inflicting Guard Crush to offer up lopsided mixup situations. His Meteors, 100t Weight, and the explosion that occurs after {{MMC|input=236H|label=lighting an Afro on Fire}}, all induce Guard Crush, granting him access to potent 50/50s.<br />
<br />
Landing {{MMC|input=236H|label=Snip Snip Snip}} offers him some scary sequences that, done correctly, end in a 4-way mixup that is incredibly hard to defend against.<br />
<br />
His defense would probably be considered below average, save for the fact that he has access to {{MMC|input=632146H|label=Super PRC}}, one of the stronger reversal options in the game. When he makes use of it, he gains up to 16f of invuln, followed by a short vulnerable window. This allows him to punch through meaty options reliably on wakeup.<br />
<br />
When he has lots of meter to play with, or secures the meter advantage, Faust becomes a terror. {{MMC|input=236236P|label=Wh-wh-wh-what Could This Be?}} becomes a straightforward way to win neutral, and {{MMC|input=214S|label=Scarecrow}} PRC Snip allows for near-unreactable fullscreen command grabs that come from either direction.<br />
<br />
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 gamestates.<br />
<br />
<br />
| lore = An underground doctor, his past and identity are shrouded in mystery.<br />
<br />
One moment, he'll blurt out something seemingly random, only to offer a philosophical argument for the future of humanity the next.<br />
He once suffered a mental breakdown due to a traumatic experience. Even now, he becomes unstable when something reminds him of that time.<br />
At heart, however, he's a caring and kind person with common sense.<br />
| summary =, classified as a ''Unique'' type, is a bizarre underground doctor who misleads the opponent with tricky moves.<br />
| pros = <br />
*'''Good Buttons and Pressure:''' Faust has a decent array of pokes to keep the opponent on their toes and to cover thrown items. He also has a [[GGST/Faust#Snip Snip Snip|command grab]] to capitalize once they start blocking. The length of his attacks means they're hard to outmaneuver on the ground, so the opponent might feel forced to block or go for riskier counterplay.<br />
*'''Scary with the Meter Advantage:''' {{MMC|input=236236P|label=Item Super}}, [[GGST/Faust#j.2K|j.2K]] and [[GGST/Faust#Scarecrow|Scarecrow]] become very strong once Faust has 50% tension to spare. With meter, Scarecrow PRC allows Faust to teleport almost instantly, which is immensely useful as both a pressure/mixup option and as a way to reposition safely. <br />
*'''Item Throw:''' Faust's [[GGST/Faust#What Could This Be?|item toss]] allows him to create extremely favourable situations off stray hits. While they can backfire, items will usually provide you an additional threat for the opponent to deal with, greatly enhancing both his pressure and zoning capabilities.<br />
*'''Unusual Hurtbox:''' Faust can crawl under certain moves with his crouching block or walk (the 1 or 3 inputs, respectively); this allows him to low profile many attacks in the game, and opens up whiff punish opportunities other characters don't have access to.<br />
<br />
| cons = <br />
*'''Weak to Movement:''' Faust's longer pokes, such as far.S, 2H and even moves like 2P are weak to fast, safe forward movement, notably the kind seen by characters with quick runs. Dash macro into block can upset the spacing on these moves quite reliably, netting the opponent a decent amount of frame advantage.<br />
*'''Unusual Hurtbox:''' Faust is larger and wider than other characters in the air, he's also taller vertically compared to other characters when standing or in standing guard. This can make navigating certain situations trickier than normal, and he's more prone to instant overhead setups.<br />
*'''Volatile:''' Because Faust's win conditions are centered around command grabs and items, it can be tough to establish yourself early on in the match against conservative approach. Item Toss is too risky to throw out without a guaranteed hit/situation and grabs, by their nature, are risky against skilled opponents.<br />
*'''Item Throw:''' Sometimes you'll throw [[GGST/Faust#Horn|Trumpet]] at your opponent and be really sad.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
}}<br />
{{FP Box|header=GGST Faust Character Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|bWS5_41YGyQ|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P.png|ggs shake my hand<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P_Hitbox.png<br />
GGST_Faust_5P_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's fastest normal. Deceptively good range for a 5 frame button. Great for challenging small gaps or stuffing approaches in neutral.<br />
<br />
Can gatling into {{clr|1|6P}} for a confirm into Item Toss. <br />
<br />
In situations where you don't have time to confirm, or spacing is not favourable, gatling into {{clr|1|2P}} at max distance to create a neutral situation for yourself.<br />
<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong space control tool, useful for counterpoking as well as checking forward movement, with low whiff recovery. <br />
<br />
Hits all characters crouching, but due to the shape of hitbox, will need to be a little closer to catch some of the smaller characters in the roster.<br />
<br />
Faust's hurtbox is incredibly tall during this move, so he's open to attacks from above as well, however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.<br />
<br />
If it stuffs an air approach, it can combo into {{clr|4|6H}}, letting Faust gain space and throw items. However, it is prone to whiffing at some spacings.<br />
<br />
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 options might be lacking. In combos it can be used to bounce an airborne opponent off of the wall, often to connect a {{clr|4|6H}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_c.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_cS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Faust's highest reward and go-to pressure starter to check throw escape attempts.<br />
<br />
Plus on air block, leads to some of Faust's highest damage conversions at mid-screen and corner.<br />
<br />
Minus on normal block, but gatling options such as {{clr|3|f.S}}, {{clr|3|2S}} and {{clr|4|5H}} allow you to trap attempts to challenge Faust afterwards.<br />
<br />
Jump cancellable, allowing for BRC extensions similar to {{clr|2|5K}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_f.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_FS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's longest reaching poke. Usually gatlings into {{clr|4|2H}} if you're in range to do so - however, {{clr|4|2H}} will whiff at max distance. If you're in that max range zone, you'll want to let the {{clr|3|f.S}} recover raw or cancel into Item Toss/Scarecrow, depending on the matchup.<br />
<br />
Off stray anti-airs at a distance, sometimes {{clr|3|f.S}} > Item Toss as a juggle is all you can get.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H.png<br />
GGST_Faust_5HH.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H_1_Hitbox.png<br />
GGST_Faust_5H_2_Hitbox.png<br />
GGST_Faust_5H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=5H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5HH}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5HH"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Pressing {{Prompt|GGST|H}} again after a successful grounded hit will perform a follow-up attack that scores a hard knockdown.<br />
<br />
A peculiar move that has high payoff on counter-hit. <br />
<br />
In the corner, the follow-up leads to a very high ground bounce, letting you continue the combo if there isn't too much scaling.<br />
<br />
An incredibly strong counterpoke in and around {{clr|1|2P}} range, with a disjointed hitbox towards the tip. In combos, routing into {{clr|4|5H}} can net a tricky conversion into Scalpel, making small counter-hits turn into homerun wallbreaks easily.<br />
<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;Uncharged Dust<br />
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float<br />
* Causes 80% proration on-hit<br />
<br />
Universal overhead attack that's pretty fast. You'll want to keep your meter to convert off the uncharged version in pressure. Particularly potent when the opponent has a burning afro applied and commits to crouch blocking, where this move may break open their defense long enough for it to explode and allow Faust to continue pressure. Can followed up from {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for a mixup.<br />
<br />
Has a special interaction with several of the items Faust can throw as well. Striking certain items with his {{clr|5|5D}} before they hit the ground will bat them towards your opponent, with questionable benefit depending on the item.<br />
----<br />
;Charged Dust<br />
* Charged dust leads to soft knockdown (+36).<br />
* Holding up during the hitstop frames of charged dust will activate homing jump:<br />
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.<br />
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).<br />
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.<br />
<br />
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.<br />
<br />
Faust's fully charged {{clr|5|5D}} 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 will net you little to no benefit at all.<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="2" |'''Faust 5D Reflectable Projectiles Table'''<br />
|-<br />
!Character<br />
!Move<br />
|-<br />
|{{Character Label|GGST|Anji Mito|label=Anji Mito}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}<br />
<br />
|-<br />
|{{Character Label|GGST|Axl Low|label=Axl Low}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Baiken|label=Baiken}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.214p|label=Shuriken}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} actually reflects it instead.<br />
<br />
|-<br />
|{{Character Label|GGST|Faust|label=Faust}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=j.236P|label=Love}} / {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P (With Afro)|label=Love (With Afro)}} ''(Projectile only.)''<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=236P|label=What Could This Be?}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Hammer|label=Hammer}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Meteors|label=Meteors}} ''(Will usually reflect only 1, you will get hit by the rest.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Giovanna|label=Giovanna}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Happy Chaos|label=Happy Chaos}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|I-No|label=I-No}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214P|label=Antidepressant Scale {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=I-No|input=j.214P|label={{clr|1|j.214P}}}}<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=632146S|label=Ultimate Fortissimo}} ''(Projectile follow-up only.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Jack-O|label=Jack-O'}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Jack-O|input=j.D|label={{clr|5|j.D}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge {{clr|3|j.236S}}}} / {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236H|label={{clr|4|j.236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde {{clr|3|[4]6S}}}} / {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label={{clr|4|[4]6H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|May|label=May}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=May|input=214P|label=Arisugawa Sparkle {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=May|input=214K|label={{clr|2|214K}}}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} can reflect it too, if timed properly.<br />
<br />
|-<br />
|{{Character Label|GGST|Millia Rage|label=Millia rage}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=Tandem Top {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Potemkin|label=Potemkin}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Potemkin|input=Reflect Projectile|label=F.D.B. (Projectile)}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=Bajoneto {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}}}} ''(Follow-up explosion only, nullifies it.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}<br />
<br />
|-<br />
|{{Character Label|GGST|Testament|label=Testament}}<br />
|<br />
*''TBD''<br />
<br />
|-<br />
|{{Character Label|GGST|Zato-1|label=Zato-1}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a lot!"}} ''(Will reflect only 1, and in most cases the remaining drills will still hit you.)''<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=22H|label=Invite Hell}} ''(Nullifies it.)''<br />
<br />
|}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2P.png|How to roundstart 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Low poke that leaves Faust even on hit. Plays an important role in Fausts zoning game, as it's speed and recovery makes it a low risk (albeit low reward) way to stuff approaches.<br />
Can be used as a hedge to challenge the ground while leaving yourself available to challenge opponents that might jump.<br />
<br />
You can also use this to end strings from {{clr|1|5P}} to restablish yourself when pressured, if you can't confirm {{clr|1|5P}}>{{clr|1|6P}}. <br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1_Hitbox.png<br />
GGST_Faust_2K_2_Hitbox.png<br />
GGST_Faust_2K_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
3 hits total. Faust's go-to low option. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into {{clr|5|2D}} for a knockdown as a confirm.<br />
<br />
Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so. At very close spacing, can be used as a tick throw setup into Snip Snip Snip.<br />
<br />
The 1st hit is a mid located above Faust's head. This hit will usually whiff if {{clr|2|2K}} is not done point blank, making the move effectively 8F startup in most situations.<br />
<br />
The 1st hit can also be used as situational anti air for opponents directly above your head, in cases where {{clr|1|6P}} would whiff and {{clr|3|2S}} would be too slow. However, due to the 2 active frames and lack of disjoint, it is not a reliable anti air for most situations.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S.png|"Did you die?" "Sadly, yes... but I lived!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S_1_Hitbox.png<br />
GGST_Faust_2S_2_Hitbox.png<br />
GGST_Faust_2S_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
High reward anti-air. Relatively slow, and only gains disjoint in the later part of the hitbox. Can be liable to trade. A go-to frame trap option from a {{clr|3|c.S}} starter, allowing for a full conversion into [[{{PAGENAME}}#Thrust|Thrust]] on counter hit. Can be used during okizeme to simultaneously hit meaty and cover backdash, where {{clr|3|c.S}} only has a 2f window to do this.<br />
<br />
Hitbox appears on both sides of Faust, can be good for air attacks directly above your head where {{clr|1|6P}} is liable to whiff -- however, its slow startup often means you have to use it preemptively. Beware of observant players baiting this out.<br />
<br />
Will dispatch any Bombs hit to above the visible screen, creating set-ups with K Scarecrow as it can ricochet the Bomb on the way down for safe pressure and combos. The Bomb will also likely hit the opponent should they attempt to punish Scarecrow. Faust can also let the Bomb 'cook' before hitting it for a gimmicky anti-air attempt that yields high reward.<br />
<br />
Launches on hit, which can be followed up with [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]] or with item toss, as it will combo into a weight or a hammer (depending on the matchup) for a midscreen wallbreak for 50 bar.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2H.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A far-reaching unreactable low that challenges forward movement.<br />
<br />
If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.<br />
<br />
If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2D.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A typical sweep that grants a hard knockdown.<br />
<br />
{{clr|2|2K}} > {{clr|5|2D}} > Item Toss is a go-to string when confirming from {{clr|2|2K}}, as you still have time to meaty after throwing an item. You can frame trap from {{clr|2|2K}} using this move.<br />
<br />
Do not attempt to sweep into [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]], as it'll only deal 50 damage and not initiate a cinematic nor break the wall.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6P.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_6P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Dominant anti-air option with lots of upper body invuln. Grants a safe item toss on hit, and offers combo potential on counterhit.<br />
<br />
On airblock, pops up and leads to airblocked Mix Mix Mix (Which is plus.)<br />
<br />
Not very good at covering behind Faust, and may struggle to anti-air deep airdashes that pass over your head.<br />
<br />
Faust's {{clr|1|6P}} has far more recovery than most other characters, so its use as a counter poke in neutral is limited.<br />
<br />
This move was recently patched (v1.10) to make chaining and comboing from 5P more consistent, by increasing the lower hitbox forward.<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H_1_Hitbox.png<br />
GGST_Faust_6H_2_Hitbox.png<br />
GGST_Faust_6H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead, great counter-hit button. Deceptively good prediction whiff punish. Huge aerial hitbox.<br />
<br />
Confirms into Scalpel on counter-hit. You'll want to wait when you {{clr|4|6H}} so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option. <br />
<br />
Should an air bounce occur, combos into {{clr|2|214K}}. You can also PRC for a corner combo that will likely break the wall.<br />
<br />
Doesn't combo into anything at a distance on normal ground hit. When using combos that don't push you far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into {{clr|3|214S}} to ensure you don't run out of time.<br />
<br />
Super risky if you don't get the counter-hit or the air hit. Consider saving tension so you can PRC out of this move if needed.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.P.png | [https://imgur.com/a/N6S0pPu TALK TO EM]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JP.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Air option that is very quick to recover. Stray hits will send the opponent away.<br />
<br />
Since {{clr|1|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 {{clr|4|j.H}} at the right heights.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JK.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Can hit a standing opponent while rising (Important for [https://glossary.infil.net/?t=Fuzzy%20Attack f-shiki]). Opponents with an Afro can be hit by {{clr|2|j.K}} while crouching (exceptions: {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Giovanna|label=Giovanna}}, {{Character Label|GGST|Jack-O|label=Jack-O'}}) due to the extended hurtbox, making {{clr|2|j.K}} > {{clr|5|j.D}} an easy unreactable overhead string for setting Afros on fire or starting a combo.<br />
<br />
Often used to cover Faust landing in situations where {{clr|5|j.D}}/{{clr|3|j.S}}/{{clr|1|j.236P}} would be too slow.<br />
<br />
Can combo into {{clr|5|j.D}}, {{clr|1|j.236P}} or MixMixMix on air hit, although those may drop depending on the spacing.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|2|j.2K}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A very deep and low-hitting jump-in. Slower to get out than your {{clr|2|j.2K}} and {{clr|5|j.D}}. Chains into {{clr|4|j.H}}, and sets up a fairly favourable situation when you do so.<br />
<br />
Airdash cancellable.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H_1_Hitbox.png<br />
GGST_Faust_j.H_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Long dominant aerial poke. Rising {{clr|4|j.H}} is great for meeting opponents hanging out at the top of the screen. Doing a falling {{clr|4|j.H}} takes a little longer, but the large amount of active frames make it especially hard to contest should you get it out.<br />
<br />
Wallbounce property makes it a crucial tool in his corner combos. With it's airdash cancel and counter-hit properties, air-to-air {{clr|4|j.H}} can easily confirm into a full combo, provided you are close enough to the corner.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.D.png|Set that funk on fire<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JD.png|Set that funk on fire<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
A deep-hitting jump-in attack that can easily ignite the Afro.<br />
<br />
Should it hit the opponent when Afro is applied, the opponent is launched into the air for a full combo. Making them block {{clr|5|j.D}} with an Afro on is also strong, as they must deal with the threat of a delayed explosion while Faust continues pressure. <br />
<br />
Faust's hurtbox extends into the hitbox below him at the injection site.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_j2K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A strong poke that is quite likely to win an exchange, however, it's recovery and low hitstun make it risky to use without RC. With RC, however, it leads to all sort of conversions and pressure opportunities, on hit or block.<br />
<br />
Jumping into immediate {{clr|2|j.2K}} is a very low risk option to stuff approaches in neutral. When done as low as possible, it is very safe on block, up to +2 if its blocked low enough (although it is usually slightly minus on block).<br />
<br />
If used from high up, it is minus on hit if not cancelled. Cancelling it into Love and sometimes threatening with a cancel into Mix Mix Mix will keep it hard to challenge in certain matchups.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Ground Throw.png|nom-nom-nom<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6D or 4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Leaves the opponent in front of Faust in an OTG-able state. Can give a safejump if you OTG with close slash and jump cancel into a low airdash. Alternatively, you can throw an item and still have time to meaty. Paired with 214S & PRCC lets you ground throw from anywhere almost instantly.<br />
<br />
Long 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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.6D or j.4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Faust hucks the opponent downwards.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
<br />
===<big>Thrust</big>===<br />
<span class="input-badge">'''{{clr|2|41236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
<br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Thrust.png| Hook,<br />
GGST_Faust_Pull_Back.png| Line<br />
GGST_Faust_Home_Run.png| and Sinker<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_41236K_1_Hitbox.png<br />
GGST_Faust_41236K_2_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Pull Back|subtitle=Thrust -> 4}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Home Run!|subtitle=Pull Back -> H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4 H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
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 towards him for a follow-up golf swing. Pressing {{Prompt|GGST|H}} right before the opponent hits the ground sends the opponent flying away from Faust. There are three possible outcomes from this follow-up attack:<br />
<br />
* 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. <br />
<br />
* Sweetspot: Action lines around the screen will indicate a successful hit, and the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall if in range. <br />
<br />
* Sourspot: The opponent falls out of the launcher for a soft knockdown. The golf club may hit the opponent as they fall. <br />
<br />
Thrust shines when used as a preemptive punish at range versus movement. Off air-hit {{clr|4|6H}} or counter-hit {{clr|4|6H}}, this will be your main meterless conversion tool, but you'll want to eyeball the timing for the different kinds of {{clr|4|6H}} hits. Also useful as a frame trap option for various strings. In specific (yet not uncommon) situations where a Bomb is active near Faust, the Bomb can be launched with the opponent and explode in the air, dealing additional damage and potentially leading into a conversion.<br />
<br />
Pullback can be cancelled into either of Faust's Overdrives, although [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]] will only initiate a cinematic if you time it right (as the opponent is falling and is above Faust's head at the time of activation). Cancelling it into Wheelchair is a decent option select for bursts and nets good damage and oki for the price of meter. Cancelling it into [[{{PAGENAME}}#W-W-What Could This Be?|W-W-What Could This Be?]] yields variable results, but gives your opponent less space to play around the Items that appear. Also, due to a bizarre bug, Faust is unaffected by any peels that come out this way.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be.png| 何が出るかな?<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be_Hitbox.png| <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches into his scrubs and grabs an [[GGST/Faust#Items|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.<br />
<br />
With the exception of Meteor, items are thrown a set distance. This distance can be broken down into close/medium/far ranges. <br />
<br />
Far: Trumpet, Afro, Mini Faust<br />
<br />
Medium: Bomb, Donut, 100T Weight<br />
<br />
Close: Banana (and Peel), Hammer<br />
<br />
Items will also bounce slightly off the wall if you're throwing items at a cornered opponent for pressure.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Mix Mix Mix</big>===<br />
<span class="input-badge">'''{{clr|3|236S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust 236S.png| Faust taking inspiration from Zato's theme<br />
</gallery><br />
<br />
|-|<br />
Hitbox=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236S_Hitbox.png|<br />
</gallery><br />
</tabber><br />
<br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="236S" or input="j.236S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<br />
<br />
<nowiki>*</nowiki>''Knockdown/Ground bounce on Hit''<br />
<br />
Faust rises forward into the air while mixing 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.<br />
<br />
If the opponent airblocks this, Faust is plus and gets the chance to continue pressure with his faster normals. The exact frame advantage varies by height, but he's usually +5 or so.<br />
<br />
Can be used as a frame trap tool, but the long startup means it can't always frame trap faster buttons. Also useful as an opportunistic escape from gaps in corner pressure, especially when used out of a super jump; however, this may leave Faust open to being chased down and punished on landing, so consider using Love beforehand to force the opponent to waste time blocking it (or use RC at the end to make it safe). This strategy is most effective against characters who have trouble chasing fullscreen, such as Potemkin.<br />
<br />
====Mix Mix Mix Loop====<br />
<br />
If Faust is low to the ground when he leaves MMM, he recovers fast enough to link a button, provided gravity scaling mid-combo is not too severe.<br />
<br />
In order to loop:<br />
<br />
* Faust must be low to the ground (Hold 3).<br />
* You want to be holding 3 going into the first hit.<br />
* You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a c.S pickup.<br />
* If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.<br />
<br />
Example Input: 2H > 236S[3]...[1] > c.S<br />
<br />
Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.<br />
<br />
Moves like cS, 5K, and 2K's first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of 2K) before you can no longer loop from MMM.<br />
<br />
Jump-ins (jK, jH, jS, jD) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH jD > MMM), lest gravity scale too high.<br />
<br />
This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit 5P>5K>MMM or air-hit 2P>5K>MMM.<br />
<br />
Moves like 6P or 2K's later hits scale gravity too harshly to allow any pickup post Mix Mix Mix. <br />
<br />
=====Summary:=====<br />
<br />
If you're using optimal starters such as 5K, cS, or 2K(1): you do not necessarily need to worry about gravity in your starter in order to loop.<br />
<br />
If you're '''not''' using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.<br />
<br />
For that reason, air-to-air normals or 5P>5P>6P air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.<br />
<br />
=====Bonus Stupid Thing=====<br />
If the opponent is caught too high above MMM, the last hit will whiff, and you get no ground bounce.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Snip Snip Snip</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Snip_Snip_Snip_wiff.png|'''Whiff'''<br />
GGST_Faust_Snip_Snip_Snip_hit.png|'''Hit'''<br />
GGST_Faust_Afro_Debuff.png|'''Afro'''<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236H_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
*Knockdown on Hit<br />
*Marginally longer range than Ground Throw<br />
<br />
Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an [[{{PAGENAME}}#Afro|Afro]]. The opponent is also knocked down, granting Faust time to continue his offense. <br />
<br />
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.<br />
<br />
The knockdown from this move has a faster recovery than from Ground Throw. However, since the buff in 1.10, he has time to safe jump vs all reversals, including 7 frame reversals. <br />
</div><br />
</div><br />
<br />
===<big>Love</big>===<br />
<span class="input-badge">'''{{clr|1|j.236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love.png| The last moments before the Counter Hit Incident<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love_hitbox.png|First active frame and trajectory to final before explosion<br />
GGST_Faust_Afro_Love_hitbox_.png|Afro Love bounce trajectory<br />
GGST_Faust_Love_hitbox_2.png|Explosion!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Love! explosion hits both players <br />
* Afro Love! explosion hits the opponent only, Guard Crush on block<br />
* Both explosions trigger Mini Faust and ignite Afros<br />
* Counter Hit state during the full animation<br />
* Connecting with only the explosion (not the initial hit of the bag falling) deals 40 damage<br />
<br />
Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion will affect Faust on hit or block if Faust is he too close to the explosion. Significant frame advantage on block for both players. <br />
<br />
If Faust is wearing an [[{{PAGENAME}}#Afro|Afro]] (his own or from an opposing Faust), he can unleash Afro Love! (Afro Bomb, Frobag, etc.) a more powerful version of Love! with longer range, a higher bounce arc and a wider bomb explosion. It deals almost double the damage on hit and inflicts Guard Crush on block. This version bounces on the ground twice before reaching the opponent, and will bounce off-screen instead of hitting the wall. <br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Scarecrow</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}} (Hold OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Scarecrow_Formation.png|P, K, and S<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_214PK_Hitbox.png|P and K<br />
GGST_Faust_214S_Hitbox.png|S<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="214P" or input="214K" or input="214S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* Values in brackets ([]) represent full charge<br />
<br />
A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent. <br />
<br />
*{{clr|1|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. If the opponent is cornered, Faust's scarecrow appears in front of them and does not take the corner.<br />
<br />
*{{clr|2|214K}}: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow pushes them out of the corner and appears behind them.<br />
<br />
*{{clr|3|214S}}: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Once he lands, he contorts his body to roll away from the opponent in a recovery animation.<br />
<br />
Note that for both {{clr|1|214P}} and {{clr|2|214K}}, the opponent will always turn to face the correct scarecrow as soon as you move, so be sure to have meter or items ready to cover your back.<br />
<br />
All versions can be charged. The charged versions are safer/more advantageous on block and hit. {{clr|3|214[S]}} (Overhead) is still unsafe, while {{clr|1|214[P]}} and {{clr|2|214[K]}} versions are plus on block. On hit, {{clr|1|214[P]}} and {{clr|2|214[K]}} can also cause a wallbounce close to the corner.<br />
<br />
All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, {{clr|3|214S}} can be used to avoid getting hit by certain long range attacks or overdrives, as Faust will be off the screen for a while before re-entering, and against advancing attacks/overdrives will often land behind the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Crawl</big>===<br />
<span class="input-badge">'''1 or 3'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Crawl.png|swiggity swooty <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_Crawl.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
Instantly shrinks Faust's hurtbox. This allows you to shrink down under certain attacks. Both crawl directions have the same hurtbox; however, due to the proximity block mechanic, back crawl will not low profile an attack or projectile if it connects as part of a blockstring.<br />
<br />
For a comprehensive list of attacks, see [https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qcEV2EDnGienJB8UTcbuEg here] (and make sure to support the poster!).<br />
<br />
For visual crawling guides, see [https://www.youtube.com/playlist?list=PLkDgiCh4D2G_Wxlw3W9TDkQjFb_237M3T here]<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="6" | Moves Faust Can Crawl Under '''{{clr|4|(WARNING! THE TABLE IS VERY LARGE!)}}'''<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
<!-- SOL--><br />
|-<br />
| rowspan="10"|{{Character Label|GGST|Sol Badguy|label=Sol}} || {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|3|6S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can be back crawled at the farthest distances<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.H|label={{clr|3|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label=Bandit Revolver ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Follow-up can be forward crawled<br />
|-<br />
<!-- Ky--><br />
| rowspan="11" | {{Character Label|GGST|Ky Kiske|label=Ky}} || {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge ({{clr|1|236236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!--May--><br />
| rowspan="7" | {{Character Label|GGST|May|label=May}} || {{MiniMoveCard|game=GGST|chara=May|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=May|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=236236S|label=Great Yamada Attack ({{clr|3|236236S}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Full/mid screen Faust can run under until the whale lands<br />
<!--Axl--><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Axl Low|label=Axl}} || {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6K|label={{clr|2|6K}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=2S|label={{clr|3|2S}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.P|label={{clr|1|j.P}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || Chain dead-zone can be ducked but not the blade<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber ({{clr|4|j.623H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at minimum height<br />
|-<br />
<!-- Chipp--><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou ({{clr|3|236S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu (~{{clr|2|236K}})}} ||| {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai (~{{clr|3|236S}})}} will force Faust to block low<br />
<!-- Pot --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Potemkin|label=Potemkin}} || {{MiniMoveCard|game=GGST|chara=Potemkin|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=2H|label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl when close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=63214S|label=F.D.B. ({{clr|3|63214S }})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl if a low-projectile is reflected<br />
<!-- Fuast --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Faust|label=Faust}} || {{MiniMoveCard|game=GGST|chara=Faust|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5H|label={{clr|4|5H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label=Thrust ({{clr|2|41236K}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Millia --><br />
| rowspan="8" | {{Character Label|GGST|Millia Rage|label=Milla}} || {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Tandem Top {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Zato --><br />
| rowspan="7" | {{Character Label|GGST|Zato-1|label=Zato}} || {{MiniMoveCard|game=GGST|chara=Zato-1|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=2H|label={{clr|4|2H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be crouched point-blank<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Ram --><br />
| rowspan="7" | {{Character Label|GGST|Ramlethal Valentine|label=Ram}} || {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.D|label={{clr|5|j.D}}}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can be crawled but back part of hitbox cannot<br />
|-<br />
| Bajoneto {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|4|H}} version cannot be back-crawled in a block string - must switch to forward crawl. Low explosion cannot be crawled.<br />
|-<br />
<!-- Leo --><br />
| rowspan="9" | {{Character Label|GGST|Leo Whitefang|label=Leo}} || {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=632146H|label=Leidenschaft des Dirigenten ({{clr|4|632146H}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl first hit<br />
|-<br />
<!-- Nago --><br />
| rowspan="8" | {{Character Label|GGST|Nagoriyuki|label=Nago}} || {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Use caution to not crawl into {{clr|3|c.S}} range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H Level 1 |label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Delay - {{clr|4|2H}} is very active<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Gio --><br />
| rowspan="11" | {{Character Label|GGST|Giovanna|label=Gio}} || {{MiniMoveCard|game=GGST|chara=Giovanna|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label=Sol Poente ({{clr|3|214S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Will only whiff if Faust switches sides during cross-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Trovão ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
<!-- Anji --><br />
|-<br />
| rowspan="6" | {{Character Label|GGST|Anji Mito|label=Anji}} || {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu ({{clr|1|236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Pressing a button to punish might make the butterfly hit<br />
<!-- Ino --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|I-No|label=I-No}} || {{MiniMoveCard|game=GGST|chara=I-No|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love {{clr|2|214K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.236H|label=Sultry Performance {{clr|4|j.236H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}}|| {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=632146S |label=Ultimate Fortissimo {{clr|3|632146S }}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Ground version can be crawled after blocking start-up hit. TK fortissimo cannot be crawled.<br />
|-<br />
<!-- Goldlewis --><br />
|-<br />
| rowspan="7" | {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} || {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6H|label={{clr|4|6H}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || cannot switch directions during crawl<br />
<!-- Jack-O --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Jack-O|label=Jack-O}} || {{MiniMoveCard|game=GGST|chara=Jack-O|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=2S|label={{clr|3|2S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be ducked up close/on start-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant ({{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be ducked where servant lands<br />
<!-- Happy Chaos --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Happy Chaos|label=Happy Chaos}} || {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6S|label={{clr|3|6S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire ({{clr|4|]H[}})}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can track Faust while crawling making crawling while gun is drawn dangerous<br />
<!-- Baiken --><br />
|-<br />
| rowspan="11" | {{Character Label|GGST|Baiken|label=Baiken}} || {{MiniMoveCard|game=GGST|chara=Baiken|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=6K|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl from IAD height<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|3|41236S}}}} / {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|4|41236H}}}}) || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari Follow-up ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236H~H|label={{clr|4|41236H~H}}}}) || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kenjyu ({{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label={{clr|1|214214P}}}}) || {{clr|3|'''✓'''}} || {{clr|2|'''?'''}} || {{clr|3|'''✓'''}} || Explosion cannot be crawled<br />
|-<br />
<!-- Testament --><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Testament|label=Testament}} || {{MiniMoveCard|game=GGST|chara=Testament|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
|}<br />
[https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qg4Tn6QyBieTXb8EeRzQ-g Table Ref.]<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Items==<br />
===<big>Bomb</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb_Hitbox.png|<br />
GGST_Faust_Bomb_1_Hitbox.png|Initial explosion size<br />
GGST_Faust_Bomb_2_Hitbox.png|<br />
GGST_Faust_Bomb_3_Hitbox.png|Maximum expanded explosion size<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Bomb"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Explosion triggers Mini Faust<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, allowing you to send it towards your opponent without waiting for it to land first<br />
* Striking the bomb extends the active frames and hitstop of the attack used<br />
<br />
Classic Faust item with a new twist. 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.<br />
<br />
You can hit it at varying angles depending on which move you use, for example; {{clr|3|2S}} will send it extremely high up and often times will catch jump ins from the other side of the screen. Keep in mind though that your opponent can also hit the bomb back, so time your attacks right using moves with minimal recovery frames, like {{clr|1|2P}} or {{clr|1|5P}} to catch them off guard. Try to place the bomb well-above the opponent's head or behind them so it can't be contested before it explodes.<br />
<br />
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.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Banana</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Banana.png|Banana<br />
GGST_Faust_Banana_Peel.png|Peel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Banana"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent. Also works if Faust only throws the peel.<br />
<br />
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. <br />
<br />
It is also possible for Faust to randomly toss a lone peel, which makes oki and pressure with it more straightforward. <br />
<br />
If either a peel or a full banana are out, the chances of Faust tossing a novel banana or peel are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Donut</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Donut.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Donut"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent.<br />
<br />
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. <br />
<br />
If a donut is out, the chances of Faust throwing another donut are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Afro</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Afro.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Afro"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, potentially surprising your opponent with a flying afro.<br />
<br />
Falls slowly. Grants whoever touches it a glorious Afro.<br />
<br />
Afro extends the wearer's hurtbox upwards at all times except when landing during blockstun. A character wearing an Afro [https://twitter.com/MrAnnual/status/1418379278866165766 loses upper body invincibility on their {{clr|1|6P}}] due to the Afro's hurtbox. Characters with Afros on become susceptible to [https://glossary.infil.net/?t=Fuzzy%20Attack instant overhead setups]. Faust, luckily, is quite low during his crouch animation, so he's less affected.<br />
<br />
Moves with fire properties, such as {{clr|5|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. This delayed explosion guard-crushes the opponent. In both cases, the explosion launches the Afro'd player upwards for a combo on hit. The explosion only affects the Afro'd character.<br />
<br />
The Afro explosion causes Guard Crush, denying the victim throw protection on block.<br />
<br />
If an Afro'd character blocks a total of 10 hits, the Afro will disappear.<br />
<br />
If Faust uses [[{{PAGENAME}}#Love|Love!]] with an Afro on, the move gains additional properties, <br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Hammer</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer_Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Hammer"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, allowing Faust to use a thrown Hammer more aggressively.<br />
* Can hit immediately at point-blank range on {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Anji Mito|label=Anji}}, {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +21 on hit.<br />
<br />
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.<br />
<br />
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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Mini Faust</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust.png| Can I buy one of these?<br />
GGST_Faust_Small_Faust_Walk.png| It's alive?<br />
GGST_Faust_Small_Faust_Angry.png| And it hungers for blood!<br />
GGST_Faust_Small_Faust_Attack.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust_Walk_Hitbox.png|<br />
GGST_Faust_Small_Faust_Attack_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Mini Faust"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, though difficult to time. Mini Faust is very likely to trigger if it lands on or near your opponent.<br />
Mini Faust simply walks around back and forth harmlessly until he is activated by one of the following events:<br />
<br />
* Bumping into your opponent.<br />
* Being struck by an opponent's attack.<br />
* Being hit by the explosion from a Bomb.<br />
* Being hit by the explosion from Love.<br />
<br />
Upon triggering, the tiny boi gets super pissed and throws himself at the opponent, dealing multiple, rapid-fire attacks.<br />
<br />
Mini Faust acts as great cover for more items, Scarecrow mix (potentially), and covering throw/strike mix.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>100T Weight</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight_1_Hitbox.png<br />
GGST_Faust_100T_Weight_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236P 100T Weight"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
*Guard Crush on Block (Screen Shake)<br />
*Hard Knockdown on hit.<br />
*Can be batted by {{clr|5|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.<br />
<br />
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.<br />
<br />
Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Trumpet</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Horn.png|Throw your opponent your neutral tool<br />
GGST_Faust_Crowd.png|Then get sad as your kin tramples you over<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Trumpet_Hitbox.png|https://twitter.com/tori3_/status/1408090841516634114?s=19<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Horn"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Counts as an attack for whichever character acquires it.<br />
* Strikes repeatedly and at random intervals for as long as the target is in range.<br />
* Can be batted by {{clr|5|5D}} if you think it's too difficult for your opponent to obtain normally.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Meteors</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors.png|Neutral skipper<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Meteors"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Guard Crush on Block<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, if you want to ''really'' hit them with a meteor.<br />
* Meteors fall in a random order<br />
* May hit from 1 to 5 times, randomly <br />
<br />
Faust throws a molten rock up high off screen. After a comically 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.<br />
<br />
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).<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
<br />
<br />
===<big>Bone-crushing Excitement</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bone-crushing_Excitement_1.png|<br />
GGST_Faust_Bone-crushing_Excitement_2.png|The damage this causes by just hitting your shins is the most realistic thing about this game.<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust Bone-crushing Excitement Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="632146H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
Faust's only invincible reversal. He spots a four leaf clover near the opponent and dives towards it. If they are caught in the dive, he knocks them down. After a graphic animation, Faust reappears in front of them. If done close to the wall, the wall will break, granting Faust a hard knockdown.<br />
<br />
If the dive hits as an OTG the full animation will not initiate, dealing only the initial portion of the super damage and leaving Faust very punishable.<br />
<br />
If used to break the wall, Faust can get a safejump after the hard knockdown, although this safejump is hard to execute against faster reversals.<br />
<br />
If the super doesn't break the wall, you have time for a meaty {{clr|3|c.S}}, but not enough time for a safejump. You can also OTG {{clr|5|2D}}, if it's needed to finish off an opponent.<br />
<br />
This super has much longer startup than most supers, so it's liable to be blocked against fast-recovery meaty options. However, by using [https://streamable.com/s1hyal PRC to cancel the super during the startup], you gain invulnerability frames to avoid attacks and punish with any option of your choosing (and this only costs 1 meter since the super doesn't actually activate). This is a fantastic reversal option, as you can grab to punish your opponents meaty, while not committing to an attack in case your opponent chose to jump or block to bait a super.<br />
<br />
Because RC startup is not invulnerable, you can get hit out of your PRC if cancel the super too early, or if the opponent chooses a delayed or highly active meaty option. However, because neither your super or your RC had time to complete, you will not spend any meter in that situation. <br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches inside his scrubs to grab 4 items.<br />
*Because there's no item lockout, the resulting situation if you keep pulling items can get very silly.<br />
*Since the buff in 1.10, it can be used to dominate neutral, provided you're far away enough from the opponent or you have gotten a knockdown. Potentially strong option after a successful gold burst. Your mileage may vary depending on the matchup and what items you get.<br />
*If you've previously tossed a Trumpet and have control of it, using this before picking it up guarantees you won't toss another one, which can result in a very favorable situation.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-W-W-W-W-W-W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
*Spend all your bar. Get 10 Items. Big meme.<br />
*Because of high meter gain, this could become an option if you are "playing lame" for the whole match. Faust will usually find safer and better use of meter by exploring other options, however. <br />
*Due to patch 1.10's Gold Burst buff and improved item spread, you could hypothetically do this off of a Gold Burst and get decent results. Even in that situation, it is usually wiser to use the half bar item super instead. <br />
</div><br />
</div><br />
<br />
==External References==<br />
<br />
===Notable Players:===<br />
*'''ApologyMan''' (EN)<br />
::Twitch: [http://twitch.tv/ApologyMan ApologyMan] <br />
::YouTube: [https://www.youtube.com/c/ApologyMan ApologyMan]<br />
::Twitter: [https://twitter.com/ApologyMan @ApologyMan]<br />
<br />
*'''JuxtAPoser''' (EN/HE)<br />
::Twitch: [https://www.twitch.tv/juxtaposertv JuxtAPoserTv] <br />
::Twitter: [https://twitter.com/a_juxt @a_juxt]<br />
<br />
*'''Krackatoa''' (EN)<br />
::Twitch: [http://twitch.tv/krackatoa Krackatoa] <br />
::Twitter: [https://twitter.com/Koryuken @Koryuken]<br />
::YouTube: [https://www.youtube.com/c/Krackatoa Krackatoa]<br />
<br />
*'''RhagTheDucktle''' (EN/PT)<br />
::Twitch: [https://www.twitch.tv/rhagtheducktle RhagTheDucktle]<br />
<br />
*'''Nage''' (JP)<br />
::Twitch: [https://www.twitch.tv/nage_pink nage_pink] <br />
::YouTube: [https://www.youtube.com/channel/UCJTwPjElTtULMosGdilaewQ/featured ナゲ] <br />
::Twitter: [https://twitter.com/nage_pink @nage_pink]<br />
<br />
*'''RF''' (JP)<br />
::Twitch: [https://www.twitch.tv/rfrfrf55 rfrfrf55] <br />
::YouTube: [https://www.youtube.com/channel/UCY5g2Y4Jkk_an4staoAvW6g?view_as=subscriber RF GameCh] <br />
::Twitter: [https://twitter.com/rfrfrf555 @rfrfrf555]<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoahttps://www.dustloop.com/wiki/index.php?title=GGST/Faust&diff=283524GGST/Faust2022-06-12T23:50:35Z<p>Krackatoa: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{MFlag|update|clarifier=Content may be written for Battle Version 1.09, while the game is currently in Battle Version 2.00.|sticky=1}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
| overview = Faust is an RNG-powered grappler with a strong, long-range whiff punish game. Thanks to a combination of reach and a powerful command grab, he dominates mid-range across a variety of matchups.<br />
<br />
Faust has great options to contest mid-range, and threatening tools to challenge approach. When he does land a hit, Faust gets a safe opportunity to use {{MMC|input=236P|label=What Could This Be?}}. If he's lucky, items will cover him for more item tosses, leading to a chaotic gamestate where he wins... statistically.<br />
<br />
One of his win conditions involves inflicting Guard Crush to offer up lopsided mixup situations. His Meteors, 100t Weight, and the explosion that occurs after {{MMC|input=236H|label=lighting an Afro on Fire}}, all induce Guard Crush, granting him access to potent 50/50s.<br />
<br />
Landing {{MMC|input=236H|label=Snip Snip Snip}} offers him some scary sequences that, done correctly, end in a 4-way mixup that is incredibly hard to defend against.<br />
<br />
His defense would probably be considered below average, save for the fact that he has access to {{MMC|input=632146H|label=Super PRC}}, one of the stronger reversal options in the game. When he makes use of it, he gains up to 16f of invuln, followed by a short vulnerable window. This allows him to punch through meaty options reliably on wakeup.<br />
<br />
When he has lots of meter to play with, or secures the meter advantage, Faust becomes a terror. {{MMC|input=236236P|label=Wh-wh-wh-what Could This Be?}} becomes a straightforward way to win neutral, and {{MMC|input=214S|label=Scarecrow}} PRC Snip allows for near-unreactable fullscreen command grabs that come from either direction.<br />
<br />
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 gamestates.<br />
<br />
<br />
| lore = An underground doctor, his past and identity are shrouded in mystery.<br />
<br />
One moment, he'll blurt out something seemingly random, only to offer a philosophical argument for the future of humanity the next.<br />
He once suffered a mental breakdown due to a traumatic experience. Even now, he becomes unstable when something reminds him of that time.<br />
At heart, however, he's a caring and kind person with common sense.<br />
| summary =, classified as a ''Unique'' type, is a bizarre underground doctor who misleads the opponent with tricky moves.<br />
| pros = <br />
*'''Good Buttons and Pressure:''' Faust has a decent array of pokes to keep the opponent on their toes and to cover thrown items. He also has a [[GGST/Faust#Snip Snip Snip|command grab]] to capitalize once they start blocking. The length of his attacks means they're hard to outmaneuver on the ground, so the opponent might feel forced to block or go for riskier counterplay.<br />
*'''Scary with the Meter Advantage:''' {{MMC|input=236236P|label=Item Super}}, [[GGST/Faust#j.2K|j.2K]] and [[GGST/Faust#Scarecrow|Scarecrow]] become very strong once Faust has 50% tension to spare. With meter, Scarecrow PRC allows Faust to teleport almost instantly, which is immensely useful as both a pressure/mixup option and as a way to reposition safely. <br />
*'''Item Throw:''' Faust's [[GGST/Faust#What Could This Be?|item toss]] allows him to create extremely favourable situations off stray hits. While they can backfire, items will usually provide you an additional threat for the opponent to deal with, greatly enhancing both his pressure and zoning capabilities.<br />
*'''Unusual Hurtbox:''' Faust can crawl under certain moves with his crouching block or walk (the 1 or 3 inputs, respectively); this allows him to low profile many attacks in the game, and opens up whiff punish opportunities other characters don't have access to.<br />
<br />
| cons = <br />
*'''Weak to Movement:''' Faust's longer pokes, such as far.S, 2H and even moves like 2P are weak to fast, safe forward movement, notably the kind seen by characters with quick runs. Dash macro into block can upset the spacing on these moves quite reliably, netting the opponent a decent amount of frame advantage.<br />
*'''Unusual Hurtbox:''' Faust is larger and wider than other characters in the air, he's also taller vertically compared to other characters when standing or in standing guard. This can make navigating certain situations trickier than normal, and he's more prone to instant overhead setups.<br />
*'''Volatile:''' Because Faust's win conditions are centered around command grabs and items, it can be tough to establish yourself early on in the match against conservative approach. Item Toss is too risky to throw out without a guaranteed hit/situation and grabs, by their nature, are risky against skilled opponents.<br />
*'''Item Throw:''' Sometimes you'll throw [[GGST/Faust#Horn|Trumpet]] at your opponent and be really sad.<br />
| difficulty_rating = 2<br />
| official_difficulty = yes<br />
}}<br />
{{FP Box|header=GGST Faust Character Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|bWS5_41YGyQ|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P.png|ggs shake my hand<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5P_Hitbox.png<br />
GGST_Faust_5P_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's fastest normal. Deceptively good range for a 5 frame button. Great for challenging small gaps or stuffing approaches in neutral.<br />
<br />
Can gatling into {{clr|1|6P}} for a confirm into Item Toss. <br />
<br />
In situations where you don't have time to confirm, or spacing is not favourable, gatling into {{clr|1|2P}} at max distance to create a neutral situation for yourself.<br />
<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Strong space control tool, useful for counterpoking as well as checking forward movement, with low whiff recovery. <br />
<br />
Hits all characters crouching, but due to the shape of hitbox, will need to be a little closer to catch some of the smaller characters in the roster.<br />
<br />
Faust's hurtbox is incredibly tall during this move, so he's open to attacks from above as well, however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.<br />
<br />
If it stuffs an air approach, it can combo into {{clr|4|6H}}, letting Faust gain space and throw items. However, it is prone to whiffing at some spacings.<br />
<br />
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 options might be lacking. In combos it can be used to bounce an airborne opponent off of the wall, often to connect a {{clr|4|6H}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_c.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_cS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="c.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Probably Faust's highest reward and go-to pressure starter to check throw escape attempts.<br />
<br />
Plus on air block, leads to some of Faust's highest damage conversions at mid-screen and corner.<br />
<br />
Minus on normal block, but gatling options such as {{clr|3|f.S}}, {{clr|3|2S}} and {{clr|4|5H}} allow you to trap attempts to challenge Faust afterwards.<br />
<br />
Jump cancellable, allowing for BRC extensions similar to {{clr|2|5K}}.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_f.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_FS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="f.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Faust's longest reaching poke. Usually gatlings into {{clr|4|2H}} if you're in range to do so - however, {{clr|4|2H}} will whiff at max distance. If you're in that max range zone, you'll want to let the {{clr|3|f.S}} recover raw or cancel into Item Toss/Scarecrow, depending on the matchup.<br />
<br />
Off stray anti-airs at a distance, sometimes {{clr|3|f.S}} > Item Toss as a juggle is all you can get.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H.png<br />
GGST_Faust_5HH.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5H_1_Hitbox.png<br />
GGST_Faust_5H_2_Hitbox.png<br />
GGST_Faust_5H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=5H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=5HH}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="5HH"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Pressing {{Prompt|GGST|H}} again after a successful grounded hit will perform a follow-up attack that scores a hard knockdown.<br />
<br />
A peculiar move that has high payoff on counter-hit. <br />
<br />
In the corner, the follow-up leads to a very high ground bounce, letting you continue the combo if there isn't too much scaling.<br />
<br />
An incredibly strong counterpoke in and around {{clr|1|2P}} range, with a disjointed hitbox towards the tip. In combos, routing into {{clr|4|5H}} can net a tricky conversion into Scalpel, making small counter-hits turn into homerun wallbreaks easily.<br />
<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_5D.png|In golf this is called a- wait wrong move<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5[D]")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;Uncharged Dust<br />
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float<br />
* Causes 80% proration on-hit<br />
<br />
Universal overhead attack that's pretty fast. You'll want to keep your meter to convert off the uncharged version in pressure. Particularly potent when the opponent has a burning afro applied and commits to crouch blocking, where this move may break open their defense long enough for it to explode and allow Faust to continue pressure. Can followed up from {{clr|2|5K}}, {{clr|2|2K}}, or {{clr|3|c.S}} for a mixup.<br />
<br />
Has a special interaction with several of the items Faust can throw as well. Striking certain items with his {{clr|5|5D}} before they hit the ground will bat them towards your opponent, with questionable benefit depending on the item.<br />
----<br />
;Charged Dust<br />
* Charged dust leads to soft knockdown (+36).<br />
* Holding up during the hitstop frames of charged dust will activate homing jump:<br />
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.<br />
** Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).<br />
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.<br />
<br />
Similar to uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.<br />
<br />
Faust's fully charged {{clr|5|5D}} 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 will net you little to no benefit at all.<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="2" |'''Faust 5D Reflectable Projectiles Table'''<br />
|-<br />
!Character<br />
!Move<br />
|-<br />
|{{Character Label|GGST|Anji Mito|label=Anji Mito}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}<br />
<br />
|-<br />
|{{Character Label|GGST|Axl Low|label=Axl Low}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Baiken|label=Baiken}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.214p|label=Shuriken}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} actually reflects it instead.<br />
<br />
|-<br />
|{{Character Label|GGST|Faust|label=Faust}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=j.236P|label=Love}} / {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P (With Afro)|label=Love (With Afro)}} ''(Projectile only.)''<br />
*{{MiniMoveCard|game=GGST|chara=Faust|input=236P|label=What Could This Be?}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Hammer|label=Hammer}}<br />
**{{MiniMoveCard|game=GGST|chara=Faust|input=236P Meteors|label=Meteors}} ''(Will usually reflect only 1, you will get hit by the rest.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Giovanna|label=Giovanna}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Happy Chaos|label=Happy Chaos}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|I-No|label=I-No}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214P|label=Antidepressant Scale {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=I-No|input=j.214P|label={{clr|1|j.214P}}}}<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=I-No|input=632146S|label=Ultimate Fortissimo}} ''(Projectile follow-up only.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Jack-O|label=Jack-O'}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Jack-O|input=j.D|label={{clr|5|j.D}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} ''(Nullifies it.)''<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}<br />
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge {{clr|3|j.236S}}}} / {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236H|label={{clr|4|j.236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde {{clr|3|[4]6S}}}} / {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label={{clr|4|[4]6H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|May|label=May}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=May|input=214P|label=Arisugawa Sparkle {{clr|1|214P}}}} / {{MiniMoveCard|game=GGST|chara=May|input=214K|label={{clr|2|214K}}}}<br />
**All strikes destroy this projectile, but {{clr|5|5[D]}} can reflect it too, if timed properly.<br />
<br />
|-<br />
|{{Character Label|GGST|Millia Rage|label=Millia rage}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=Tandem Top {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}}}}<br />
<br />
|-<br />
|{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}<br />
|<br />
*''N/A''<br />
<br />
|-<br />
|{{Character Label|GGST|Potemkin|label=Potemkin}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Potemkin|input=Reflect Projectile|label=F.D.B. (Projectile)}}<br />
<br />
|-<br />
|{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=Bajoneto {{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}}}} ''(Follow-up explosion only, nullifies it.)''<br />
<br />
|-<br />
|{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}<br />
<br />
|-<br />
|{{Character Label|GGST|Testament|label=Testament}}<br />
|<br />
*''TBD''<br />
<br />
|-<br />
|{{Character Label|GGST|Zato-1|label=Zato-1}}<br />
|<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a lot!"}} ''(Will reflect only 1, and in most cases the remaining drills will still hit you.)''<br />
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=22H|label=Invite Hell}} ''(Nullifies it.)''<br />
<br />
|}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2P.png|How to roundstart 101<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Low poke that leaves Faust even on hit. Plays an important role in Fausts zoning game, as it's speed and recovery makes it a low risk (albeit low reward) way to stuff approaches.<br />
Can be used as a hedge to challenge the ground while leaving yourself available to challenge opponents that might jump.<br />
<br />
You can also use this to end strings from {{clr|1|5P}} to restablish yourself when pressured, if you can't confirm {{clr|1|5P}}>{{clr|1|6P}}. <br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2K_1_Hitbox.png<br />
GGST_Faust_2K_2_Hitbox.png<br />
GGST_Faust_2K_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
3 hits total. Faust's go-to low option. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into {{clr|5|2D}} for a knockdown as a confirm.<br />
<br />
Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so. At very close spacing, can be used as a tick throw setup into Snip Snip Snip.<br />
<br />
The 1st hit is a mid located above Faust's head. This hit will usually whiff if {{clr|2|2K}} is not done point blank, making the move effectively 8F startup in most situations.<br />
<br />
The 1st hit can also be used as situational anti air for opponents directly above your head, in cases where {{clr|1|6P}} would whiff and {{clr|3|2S}} would be too slow. However, due to the 2 active frames and lack of disjoint, it is not a reliable anti air for most situations.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S.png|"Did you die?" "Sadly, yes... but I lived!"<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2S_1_Hitbox.png<br />
GGST_Faust_2S_2_Hitbox.png<br />
GGST_Faust_2S_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
High reward anti-air. Relatively slow, and only gains disjoint in the later part of the hitbox. Can be liable to trade. A go-to frame trap option from a {{clr|3|c.S}} starter, allowing for a full conversion into [[{{PAGENAME}}#Thrust|Thrust]] on counter hit. Can be used during okizeme to simultaneously hit meaty and cover backdash, where {{clr|3|c.S}} only has a 2f window to do this.<br />
<br />
Hitbox appears on both sides of Faust, can be good for air attacks directly above your head where {{clr|1|6P}} is liable to whiff -- however, its slow startup often means you have to use it preemptively. Beware of observant players baiting this out.<br />
<br />
Will dispatch any Bombs hit to above the visible screen, creating set-ups with K Scarecrow as it can ricochet the Bomb on the way down for safe pressure and combos. The Bomb will also likely hit the opponent should they attempt to punish Scarecrow. Faust can also let the Bomb 'cook' before hitting it for a gimmicky anti-air attempt that yields high reward.<br />
<br />
Launches on hit, which can be followed up with [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]] or with item toss, as it will combo into a weight or a hammer (depending on the matchup) for a midscreen wallbreak for 50 bar.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2H.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A far-reaching unreactable low that challenges forward movement.<br />
<br />
If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.<br />
<br />
If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_2D.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="2D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A typical sweep that grants a hard knockdown.<br />
<br />
{{clr|2|2K}} > {{clr|5|2D}} > Item Toss is a go-to string when confirming from {{clr|2|2K}}, as you still have time to meaty after throwing an item. You can frame trap from {{clr|2|2K}} using this move.<br />
<br />
Do not attempt to sweep into [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]], as it'll only deal 50 damage and not initiate a cinematic nor break the wall.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6P.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_6P.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Dominant anti-air option with lots of upper body invuln. Grants a safe item toss on hit, and offers combo potential on counterhit.<br />
<br />
On airblock, pops up and leads to airblocked Mix Mix Mix (Which is plus.)<br />
<br />
Not very good at covering behind Faust, and may struggle to anti-air deep airdashes that pass over your head.<br />
<br />
Faust's {{clr|1|6P}} has far more recovery than most other characters, so its use as a counter poke in neutral is limited.<br />
<br />
This move was recently patched (v1.10) to make chaining and comboing from 5P more consistent, by increasing the lower hitbox forward.<br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_6H_1_Hitbox.png<br />
GGST_Faust_6H_2_Hitbox.png<br />
GGST_Faust_6H_3_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overhead, great counter-hit button. Deceptively good prediction whiff punish. Huge aerial hitbox.<br />
<br />
Confirms into Scalpel on counter-hit. You'll want to wait when you {{clr|4|6H}} so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option. <br />
<br />
Should an air bounce occur, combos into {{clr|2|214K}}. You can also PRC for a corner combo that will likely break the wall.<br />
<br />
Doesn't combo into anything at a distance on normal ground hit. When using combos that don't push you far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into {{clr|3|214S}} to ensure you don't run out of time.<br />
<br />
Super risky if you don't get the counter-hit or the air hit. Consider saving tension so you can PRC out of this move if needed.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.P.png | [https://imgur.com/a/N6S0pPu TALK TO EM]<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JP.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Air option that is very quick to recover. Stray hits will send the opponent away.<br />
<br />
Since {{clr|1|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 {{clr|4|j.H}} at the right heights.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JK.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Can hit a standing opponent while rising (Important for [https://glossary.infil.net/?t=Fuzzy%20Attack f-shiki]). Opponents with an Afro can be hit by {{clr|2|j.K}} while crouching (exceptions: {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Giovanna|label=Giovanna}}, {{Character Label|GGST|Jack-O|label=Jack-O'}}) due to the extended hurtbox, making {{clr|2|j.K}} > {{clr|5|j.D}} an easy unreactable overhead string for setting Afros on fire or starting a combo.<br />
<br />
Often used to cover Faust landing in situations where {{clr|5|j.D}}/{{clr|3|j.S}}/{{clr|1|j.236P}} would be too slow.<br />
<br />
Can combo into {{clr|5|j.D}}, {{clr|1|j.236P}} or MixMixMix on air hit, although those may drop depending on the spacing.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|2|j.2K}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.S.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JS.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.S"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A very deep and low-hitting jump-in. Slower to get out than your {{clr|2|j.2K}} and {{clr|5|j.D}}. Chains into {{clr|4|j.H}}, and sets up a fairly favourable situation when you do so.<br />
<br />
Airdash cancellable.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.H_1_Hitbox.png<br />
GGST_Faust_j.H_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Long dominant aerial poke. Rising {{clr|4|j.H}} is great for meeting opponents hanging out at the top of the screen. Doing a falling {{clr|4|j.H}} takes a little longer, but the large amount of active frames make it especially hard to contest should you get it out.<br />
<br />
Wallbounce property makes it a crucial tool in his corner combos. With it's airdash cancel and counter-hit properties, air-to-air {{clr|4|j.H}} can easily confirm into a full combo, provided you are close enough to the corner.<br />
<br />
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|5|j.D}}<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.D.png|Set that funk on fire<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_JD.png|Set that funk on fire<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
A deep-hitting jump-in attack that can easily ignite the Afro.<br />
<br />
Should it hit the opponent when Afro is applied, the opponent is launched into the air for a full combo. Making them block {{clr|5|j.D}} with an Afro on is also strong, as they must deal with the threat of a delayed explosion while Faust continues pressure. <br />
<br />
Faust's hurtbox extends into the hitbox below him at the injection site.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2K}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_j.2K.png<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_j2K.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.2K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A strong poke that is quite likely to win an exchange, however, it's recovery and low hitstun make it risky to use without RC. With RC, however, it leads to all sort of conversions and pressure opportunities, on hit or block.<br />
<br />
Jumping into immediate {{clr|2|j.2K}} is a very low risk option to stuff approaches in neutral. When done as low as possible, it is very safe on block, up to +2 if its blocked low enough (although it is usually slightly minus on block).<br />
<br />
If used from high up, it is minus on hit if not cancelled. Cancelling it into Love and sometimes threatening with a cancel into Mix Mix Mix will keep it hard to challenge in certain matchups.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Ground Throw.png|nom-nom-nom<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="6D or 4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Leaves the opponent in front of Faust in an OTG-able state. Can give a safejump if you OTG with close slash and jump cancel into a low airdash. Alternatively, you can throw an item and still have time to meaty. Paired with 214S & PRCC lets you ground throw from anywhere almost instantly.<br />
<br />
Long 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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Air Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.6D or j.4D"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Can throw the opponent either forward or backwards.<br />
* Hard knockdown on hit.<br />
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.<br />
Faust hucks the opponent downwards.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
<br />
===<big>Thrust</big>===<br />
<span class="input-badge">'''{{clr|2|41236K}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
<br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Thrust.png| Hook,<br />
GGST_Faust_Pull_Back.png| Line<br />
GGST_Faust_Home_Run.png| and Sinker<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_41236K_1_Hitbox.png<br />
GGST_Faust_41236K_2_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{AttackVersion|name=Attack}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Pull Back|subtitle=Thrust -> 4}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Home Run!|subtitle=Pull Back -> H}}<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="41236K 4 H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
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 towards him for a follow-up golf swing. Pressing {{Prompt|GGST|H}} right before the opponent hits the ground sends the opponent flying away from Faust. There are three possible outcomes from this follow-up attack:<br />
<br />
* 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. <br />
<br />
* Sweetspot: Action lines around the screen will indicate a successful hit, and the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall if in range. <br />
<br />
* Sourspot: The opponent falls out of the launcher for a soft knockdown. The golf club may hit the opponent as they fall. <br />
<br />
Thrust shines when used as a preemptive punish at range versus movement. Off air-hit {{clr|4|6H}} or counter-hit {{clr|4|6H}}, this will be your main meterless conversion tool, but you'll want to eyeball the timing for the different kinds of {{clr|4|6H}} hits. Also useful as a frame trap option for various strings. In specific (yet not uncommon) situations where a Bomb is active near Faust, the Bomb can be launched with the opponent and explode in the air, dealing additional damage and potentially leading into a conversion.<br />
<br />
Pullback can be cancelled into either of Faust's Overdrives, although [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]] will only initiate a cinematic if you time it right (as the opponent is falling and is above Faust's head at the time of activation). Cancelling it into Wheelchair is a decent option select for bursts and nets good damage and oki for the price of meter. Cancelling it into [[{{PAGENAME}}#W-W-What Could This Be?|W-W-What Could This Be?]] yields variable results, but gives your opponent less space to play around the Items that appear. Also, due to a bizarre bug, Faust is unaffected by any peels that come out this way.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be.png| 何が出るかな?<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_What_Could_This_Be_Hitbox.png| <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches into his scrubs and grabs an [[GGST/Faust#Items|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.<br />
<br />
With the exception of Meteor, items are thrown a set distance. This distance can be broken down into close/medium/far ranges. <br />
<br />
Far: Trumpet, Afro, Mini Faust<br />
<br />
Medium: Bomb, Donut, 100T Weight<br />
<br />
Close: Banana (and Peel), Hammer<br />
<br />
Items will also bounce slightly off the wall if you're throwing items at a cornered opponent for pressure.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Mix Mix Mix</big>===<br />
<span class="input-badge">'''{{clr|3|236S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust 236S.png| Faust taking inspiration from Zato's theme<br />
</gallery><br />
<br />
|-|<br />
Hitbox=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236S_Hitbox.png|<br />
</gallery><br />
</tabber><br />
<br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="236S" or input="j.236S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<br />
<br />
<nowiki>*</nowiki>''Knockdown/Ground bounce on Hit''<br />
<br />
Faust rises forward into the air while mixing 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.<br />
<br />
If the opponent airblocks this, Faust is plus and gets the chance to continue pressure with his faster normals. The exact frame advantage varies by height, but he's usually +5 or so.<br />
<br />
Can be used as a frame trap tool, but the long startup means it can't always frame trap faster buttons. Also useful as an opportunistic escape from gaps in corner pressure, especially when used out of a super jump; however, this may leave Faust open to being chased down and punished on landing, so consider using Love beforehand to force the opponent to waste time blocking it (or use RC at the end to make it safe). This strategy is most effective against characters who have trouble chasing fullscreen, such as Potemkin.<br />
<br />
====Mix Mix Mix Loop====<br />
<br />
If Faust is low to the ground when he leaves MMM, he recovers fast enough to link a button, provided gravity scaling mid-combo is not too severe.<br />
<br />
In order to loop:<br />
<br />
* Faust must be low to the ground (Hold 3).<br />
* You want to be holding 3 going into the first hit.<br />
* You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a c.S pickup.<br />
* If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.<br />
<br />
Example Input: 2H > 236S[3]...[1] > c.S<br />
<br />
Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.<br />
<br />
Moves like cS, 5K, and 2K's first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of 2K) before you can no longer loop from MMM.<br />
<br />
Jump-ins (jK, jH, jS, jD) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH jD > MMM), lest gravity scale too high.<br />
<br />
This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit 5P>5K>MMM or air-hit 2P>5K>MMM.<br />
<br />
Moves like 6P or 2K's later hits scale gravity too harshly to allow any pickup post Mix Mix Mix. <br />
<br />
=====Summary:=====<br />
<br />
If you're using optimal starters such as 5K, cS, or 2K(1): you do not necessarily need to worry about gravity in your starter in order to loop.<br />
<br />
If you're '''not''' using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.<br />
<br />
For that reason, air-to-air normals or 5P>5P>6P air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.<br />
<br />
=====Bonus Stupid Thing=====<br />
If the opponent is caught too high above MMM, the last hit will whiff, and you get no ground bounce.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Snip Snip Snip</big>===<br />
<span class="input-badge">'''{{clr|4|236H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Snip_Snip_Snip_wiff.png|'''Whiff'''<br />
GGST_Faust_Snip_Snip_Snip_hit.png|'''Hit'''<br />
GGST_Faust_Afro_Debuff.png|'''Afro'''<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_236H_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
*Knockdown on Hit<br />
*Marginally longer range than Ground Throw<br />
<br />
Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an [[{{PAGENAME}}#Afro|Afro]]. The opponent is also knocked down, granting Faust time to continue his offense. <br />
<br />
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.<br />
<br />
The knockdown from this move has a faster recovery than from Ground Throw. However, since the buff in 1.10, he has time to safe jump vs all reversals, including 7 frame reversals. <br />
</div><br />
</div><br />
<br />
===<big>Love</big>===<br />
<span class="input-badge">'''{{clr|1|j.236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love.png| The last moments before the Counter Hit Incident<br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Love_hitbox.png|First active frame and trajectory to final before explosion<br />
GGST_Faust_Afro_Love_hitbox_.png|Afro Love bounce trajectory<br />
GGST_Faust_Love_hitbox_2.png|Explosion!<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="j.236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Love! explosion hits both players <br />
* Afro Love! explosion hits the opponent only, Guard Crush on block<br />
* Both explosions trigger Mini Faust and ignite Afros<br />
* Counter Hit state during the full animation<br />
* Connecting with only the explosion (not the initial hit of the bag falling) deals 40 damage<br />
<br />
Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion will affect Faust on hit or block if Faust is he too close to the explosion. Significant frame advantage on block for both players. <br />
<br />
If Faust is wearing an [[{{PAGENAME}}#Afro|Afro]] (his own or from an opposing Faust), he can unleash Afro Love! (Afro Bomb, Frobag, etc.) a more powerful version of Love! with longer range, a higher bounce arc and a wider bomb explosion. It deals almost double the damage on hit and inflicts Guard Crush on block. This version bounces on the ground twice before reaching the opponent, and will bounce off-screen instead of hitting the wall. <br />
<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Scarecrow</big>===<br />
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}} (Hold OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Scarecrow_Formation.png|P, K, and S<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_214PK_Hitbox.png|P and K<br />
GGST_Faust_214S_Hitbox.png|S<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and (input="214P" or input="214K" or input="214S")<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
* Values in brackets ([]) represent full charge<br />
<br />
A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent. <br />
<br />
*{{clr|1|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. If the opponent is cornered, Faust's scarecrow appears in front of them and does not take the corner.<br />
<br />
*{{clr|2|214K}}: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow pushes them out of the corner and appears behind them.<br />
<br />
*{{clr|3|214S}}: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Once he lands, he contorts his body to roll away from the opponent in a recovery animation.<br />
<br />
Note that for both {{clr|1|214P}} and {{clr|2|214K}}, the opponent will always turn to face the correct scarecrow as soon as you move, so be sure to have meter or items ready to cover your back.<br />
<br />
All versions can be charged. The charged versions are safer/more advantageous on block and hit. {{clr|3|214[S]}} (Overhead) is still unsafe, while {{clr|1|214[P]}} and {{clr|2|214[K]}} versions are plus on block. On hit, {{clr|1|214[P]}} and {{clr|2|214[K]}} can also cause a wallbounce close to the corner.<br />
<br />
All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, {{clr|3|214S}} can be used to avoid getting hit by certain long range attacks or overdrives, as Faust will be off the screen for a while before re-entering, and against advancing attacks/overdrives will often land behind the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Crawl</big>===<br />
<span class="input-badge">'''1 or 3'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Crawl.png|swiggity swooty <br />
</gallery><br />
|-|<br />
Hitboxes = <br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_FA_HB_Crawl.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
Instantly shrinks Faust's hurtbox. This allows you to shrink down under certain attacks. Both crawl directions have the same hurtbox; however, due to the proximity block mechanic, back crawl will not low profile an attack or projectile if it connects as part of a blockstring.<br />
<br />
For a comprehensive list of attacks, see [https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qcEV2EDnGienJB8UTcbuEg here] (and make sure to support the poster!).<br />
<br />
For visual crawling guides, see [https://www.youtube.com/playlist?list=PLkDgiCh4D2G_Wxlw3W9TDkQjFb_237M3T here]<br />
<br />
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"<br />
! colspan="6" | Moves Faust Can Crawl Under '''{{clr|4|(WARNING! THE TABLE IS VERY LARGE!)}}'''<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
<!-- SOL--><br />
|-<br />
| rowspan="10"|{{Character Label|GGST|Sol Badguy|label=Sol}} || {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=6S|label={{clr|3|6S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can be back crawled at the farthest distances<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.H|label={{clr|3|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236K|label=Bandit Revolver ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Follow-up can be forward crawled<br />
|-<br />
<!-- Ky--><br />
| rowspan="11" | {{Character Label|GGST|Ky Kiske|label=Ky}} || {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=6P|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge ({{clr|1|236236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!--May--><br />
| rowspan="7" | {{Character Label|GGST|May|label=May}} || {{MiniMoveCard|game=GGST|chara=May|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=May|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=May|input=236236S|label=Great Yamada Attack ({{clr|3|236236S}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Full/mid screen Faust can run under until the whale lands<br />
<!--Axl--><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Axl Low|label=Axl}} || {{MiniMoveCard|game=GGST|chara=Axl Low|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|- <br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=6K|label={{clr|2|6K}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=2S|label={{clr|3|2S}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.P|label={{clr|1|j.P}}}} ||{{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || Chain dead-zone can be ducked but not the blade<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Axl Low|input=j.623H|label=Axl Bomber ({{clr|4|j.623H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at minimum height<br />
|-<br />
<!-- Chipp--><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Chipp Zanuff|label=Chipp}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S|label=Resshou ({{clr|3|236S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu (~{{clr|2|236K}})}} ||| {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236S 236S|label=Rokusai (~{{clr|3|236S}})}} will force Faust to block low<br />
<!-- Pot --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Potemkin|label=Potemkin}} || {{MiniMoveCard|game=GGST|chara=Potemkin|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=2H|label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot back-crawl when close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Potemkin|input=63214S|label=F.D.B. ({{clr|3|63214S }})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl if a low-projectile is reflected<br />
<!-- Fuast --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Faust|label=Faust}} || {{MiniMoveCard|game=GGST|chara=Faust|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5K|label={{clr|2|5K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=5H|label={{clr|4|5H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Faust|input=41236K|label=Thrust ({{clr|2|41236K}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Millia --><br />
| rowspan="8" | {{Character Label|GGST|Millia Rage|label=Milla}} || {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Tandem Top {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Zato --><br />
| rowspan="7" | {{Character Label|GGST|Zato-1|label=Zato}} || {{MiniMoveCard|game=GGST|chara=Zato-1|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=2H|label={{clr|4|2H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be crouched point-blank<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Zato-1|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Ram --><br />
| rowspan="7" | {{Character Label|GGST|Ramlethal Valentine|label=Ram}} || {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=j.D|label={{clr|5|j.D}}}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can be crawled but back part of hitbox cannot<br />
|-<br />
| Bajoneto {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=({{clr|3|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|4|236H}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || {{clr|4|H}} version cannot be back-crawled in a block string - must switch to forward crawl. Low explosion cannot be crawled.<br />
|-<br />
<!-- Leo --><br />
| rowspan="9" | {{Character Label|GGST|Leo Whitefang|label=Leo}} || {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot crawl at close range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=j.H|label={{clr|4|j.H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=632146H|label=Leidenschaft des Dirigenten ({{clr|4|632146H}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl first hit<br />
|-<br />
<!-- Nago --><br />
| rowspan="8" | {{Character Label|GGST|Nagoriyuki|label=Nago}} || {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Use caution to not crawl into {{clr|3|c.S}} range<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=2H Level 1 |label={{clr|4|2H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Delay - {{clr|4|2H}} is very active<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Nagoriyuki|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
<!-- Gio --><br />
| rowspan="11" | {{Character Label|GGST|Giovanna|label=Gio}} || {{MiniMoveCard|game=GGST|chara=Giovanna|input=5P|label={{clr|1|5P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=214S|label=Sol Poente ({{clr|3|214S}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Will only whiff if Faust switches sides during cross-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Giovanna|input=236K|label=Trovão ({{clr|2|236K}})}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
<!-- Anji --><br />
|-<br />
| rowspan="6" | {{Character Label|GGST|Anji Mito|label=Anji}} || {{MiniMoveCard|game=GGST|chara=Anji Mito|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu ({{clr|1|236P}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Pressing a button to punish might make the butterfly hit<br />
<!-- Ino --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|I-No|label=I-No}} || {{MiniMoveCard|game=GGST|chara=I-No|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=f.S|label={{clr|3|f.S}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.D|label={{clr|5|j.D}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love {{clr|2|214K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=j.236H|label=Sultry Performance {{clr|4|j.236H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}}|| {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=I-No|input=632146S |label=Ultimate Fortissimo {{clr|3|632146S }}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Ground version can be crawled after blocking start-up hit. TK fortissimo cannot be crawled.<br />
|-<br />
<!-- Goldlewis --><br />
|-<br />
| rowspan="7" | {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} || {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|1|6P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=6H|label={{clr|4|6H}}}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.P|label={{clr|1|j.P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=j.S|label={{clr|3|j.S}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish ({{clr|3|236S}})}} || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || cannot switch directions during crawl<br />
<!-- Jack-O --><br />
|-<br />
| rowspan="10" | {{Character Label|GGST|Jack-O|label=Jack-O}} || {{MiniMoveCard|game=GGST|chara=Jack-O|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=2S|label={{clr|3|2S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be ducked up close/on start-up<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6H|label={{clr|4|6H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=j.H|label={{clr|4|j.H}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant ({{clr|1|6P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}})}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be ducked where servant lands<br />
<!-- Happy Chaos --><br />
|-<br />
| rowspan="8" | {{Character Label|GGST|Happy Chaos|label=Happy Chaos}} || {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=6S|label={{clr|3|6S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=j.K|label={{clr|2|j.K}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Happy Chaos|input=236S H|label=Fire ({{clr|4|]H[}})}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || {{clr|2|'''?'''}} || Can track Faust while crawling making crawling while gun is drawn dangerous<br />
<!-- Baiken --><br />
|-<br />
| rowspan="11" | {{Character Label|GGST|Baiken|label=Baiken}} || {{MiniMoveCard|game=GGST|chara=Baiken|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=6K|label={{clr|2|6K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.K|label={{clr|2|j.K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Can only crawl from IAD height<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Baiken|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236S|label={{clr|3|41236S}}}} / {{MiniMoveCard|game=GGST|chara=Baiken|input=41236H|label={{clr|4|41236H}}}}) || {{clr|3|'''✓'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kabari Follow-up ({{MiniMoveCard|game=GGST|chara=Baiken|input=41236H~H|label={{clr|4|41236H~H}}}}) || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| Kenjyu ({{MiniMoveCard|game=GGST|chara=Baiken|input=214214P|label={{clr|1|214214P}}}}) || {{clr|3|'''✓'''}} || {{clr|2|'''?'''}} || {{clr|3|'''✓'''}} || Explosion cannot be crawled<br />
|-<br />
<!-- Testament --><br />
|-<br />
| rowspan="9" | {{Character Label|GGST|Testament|label=Testament}} || {{MiniMoveCard|game=GGST|chara=Testament|input=5P|label={{clr|1|5P}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=2P|label={{clr|1|2P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=6P|label={{clr|1|6P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5K|label={{clr|2|5K}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=f.S|label={{clr|3|f.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=5H|label={{clr|4|5H}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.P|label={{clr|1|j.P}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || -<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.S|label={{clr|3|j.S}}}} || {{clr|4|'''✗'''}} || {{clr|4|'''✗'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
| {{MiniMoveCard|game=GGST|chara=Testament|input=j.D|label={{clr|5|j.D}}}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || {{clr|3|'''✓'''}} || Cannot be back crawled up close<br />
|-<br />
! Character !! Move !! Backward Crawl (1) !! Neutral Crawl (2) !! Forward Crawl (3) !! Notes<br />
|}<br />
[https://twitter.com/EmperorDukeKing/status/1508451404695937032?s=20&t=qg4Tn6QyBieTXb8EeRzQ-g Table Ref.]<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Items==<br />
===<big>Bomb</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bomb_Hitbox.png|<br />
GGST_Faust_Bomb_1_Hitbox.png|Initial explosion size<br />
GGST_Faust_Bomb_2_Hitbox.png|<br />
GGST_Faust_Bomb_3_Hitbox.png|Maximum expanded explosion size<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Bomb"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Explosion triggers Mini Faust<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, allowing you to send it towards your opponent without waiting for it to land first<br />
* Striking the bomb extends the active frames and hitstop of the attack used<br />
<br />
Classic Faust item with a new twist. 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.<br />
<br />
You can hit it at varying angles depending on which move you use, for example; {{clr|3|2S}} will send it extremely high up and often times will catch jump ins from the other side of the screen. Keep in mind though that your opponent can also hit the bomb back, so time your attacks right using moves with minimal recovery frames, like {{clr|1|2P}} or {{clr|1|5P}} to catch them off guard. Try to place the bomb well-above the opponent's head or behind them so it can't be contested before it explodes.<br />
<br />
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.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Banana</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Banana.png|Banana<br />
GGST_Faust_Banana_Peel.png|Peel<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Banana"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent. Also works if Faust only throws the peel.<br />
<br />
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. <br />
<br />
It is also possible for Faust to randomly toss a lone peel, which makes oki and pressure with it more straightforward. <br />
<br />
If either a peel or a full banana are out, the chances of Faust tossing a novel banana or peel are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Donut</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Donut.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Donut"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, in an attempt to force feed your opponent.<br />
<br />
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. <br />
<br />
If a donut is out, the chances of Faust throwing another donut are decreased.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Afro</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Afro.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Afro"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, potentially surprising your opponent with a flying afro.<br />
<br />
Falls slowly. Grants whoever touches it a glorious Afro.<br />
<br />
Afro extends the wearer's hurtbox upwards at all times except when landing during blockstun. A character wearing an Afro [https://twitter.com/MrAnnual/status/1418379278866165766 loses upper body invincibility on their {{clr|1|6P}}] due to the Afro's hurtbox. Characters with Afros on become susceptible to [https://glossary.infil.net/?t=Fuzzy%20Attack instant overhead setups]. Faust, luckily, is quite low during his crouch animation, so he's less affected.<br />
<br />
Moves with fire properties, such as {{clr|5|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. This delayed explosion guard-crushes the opponent. In both cases, the explosion launches the Afro'd player upwards for a combo on hit. The explosion only affects the Afro'd character.<br />
<br />
If an Afro'd character blocks a total of 10 hits, the Afro will disappear.<br />
<br />
If Faust uses [[{{PAGENAME}}#Love|Love!]] with an Afro on, the move gains additional properties, <br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Hammer</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Hammer_Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Hammer"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, allowing Faust to use a thrown Hammer more aggressively.<br />
* Can hit immediately at point-blank range on {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Anji Mito|label=Anji}}, {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +21 on hit.<br />
<br />
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.<br />
<br />
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.<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Mini Faust</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust.png| Can I buy one of these?<br />
GGST_Faust_Small_Faust_Walk.png| It's alive?<br />
GGST_Faust_Small_Faust_Angry.png| And it hungers for blood!<br />
GGST_Faust_Small_Faust_Attack.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Small_Faust_Walk_Hitbox.png|<br />
GGST_Faust_Small_Faust_Attack_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Mini Faust"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be batted by {{clr|5|5D}}, though difficult to time. Mini Faust is very likely to trigger if it lands on or near your opponent.<br />
Mini Faust simply walks around back and forth harmlessly until he is activated by one of the following events:<br />
<br />
* Bumping into your opponent.<br />
* Being struck by an opponent's attack.<br />
* Being hit by the explosion from a Bomb.<br />
* Being hit by the explosion from Love.<br />
<br />
Upon triggering, the tiny boi gets super pissed and throws himself at the opponent, dealing multiple, rapid-fire attacks.<br />
<br />
Mini Faust acts as great cover for more items, Scarecrow mix (potentially), and covering throw/strike mix.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>100T Weight</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight.png|<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_100T_Weight_1_Hitbox.png<br />
GGST_Faust_100T_Weight_2_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=name,damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236P 100T Weight"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
*Guard Crush on Block (Screen Shake)<br />
*Hard Knockdown on hit.<br />
*Can be batted by {{clr|5|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.<br />
<br />
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.<br />
<br />
Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Trumpet</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Horn.png|Throw your opponent your neutral tool<br />
GGST_Faust_Crowd.png|Then get sad as your kin tramples you over<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Trumpet_Hitbox.png|https://twitter.com/tori3_/status/1408090841516634114?s=19<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Horn"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Counts as an attack for whichever character acquires it.<br />
* Strikes repeatedly and at random intervals for as long as the target is in range.<br />
* Can be batted by {{clr|5|5D}} if you think it's too difficult for your opponent to obtain normally.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
===<big>Meteors</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors.png|Neutral skipper<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Meteors_Hitbox.png<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and name="Meteors"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
* Guard Crush on Block<br />
* Ignites the Afro<br />
* Can be batted by {{clr|5|5D}}, if you want to ''really'' hit them with a meteor.<br />
* Meteors fall in a random order<br />
* May hit from 1 to 5 times, randomly <br />
<br />
Faust throws a molten rock up high off screen. After a comically 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.<br />
<br />
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).<br />
<!--Insert text below the =s and above the 2 /divs--><br />
</div><br />
</div><br />
<br />
==Overdrives==<br />
<br />
<br />
===<big>Bone-crushing Excitement</big>===<br />
<span class="input-badge">'''{{clr|4|632146H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_Bone-crushing_Excitement_1.png|<br />
GGST_Faust_Bone-crushing_Excitement_2.png|The damage this causes by just hitting your shins is the most realistic thing about this game.<br />
</gallery><br />
|-|<br />
Hitboxes=<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST Faust Bone-crushing Excitement Hitbox.png|<br />
</gallery><br />
<br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="632146H"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
<br />
Faust's only invincible reversal. He spots a four leaf clover near the opponent and dives towards it. If they are caught in the dive, he knocks them down. After a graphic animation, Faust reappears in front of them. If done close to the wall, the wall will break, granting Faust a hard knockdown.<br />
<br />
If the dive hits as an OTG the full animation will not initiate, dealing only the initial portion of the super damage and leaving Faust very punishable.<br />
<br />
If used to break the wall, Faust can get a safejump after the hard knockdown, although this safejump is hard to execute against faster reversals.<br />
<br />
If the super doesn't break the wall, you have time for a meaty {{clr|3|c.S}}, but not enough time for a safejump. You can also OTG {{clr|5|2D}}, if it's needed to finish off an opponent.<br />
<br />
This super has much longer startup than most supers, so it's liable to be blocked against fast-recovery meaty options. However, by using [https://streamable.com/s1hyal PRC to cancel the super during the startup], you gain invulnerability frames to avoid attacks and punish with any option of your choosing (and this only costs 1 meter since the super doesn't actually activate). This is a fantastic reversal option, as you can grab to punish your opponents meaty, while not committing to an attack in case your opponent chose to jump or block to bait a super.<br />
<br />
Because RC startup is not invulnerable, you can get hit out of your PRC if cancel the super too early, or if the opponent chooses a delayed or highly active meaty option. However, because neither your super or your RC had time to complete, you will not spend any meter in that situation. <br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Faust reaches inside his scrubs to grab 4 items.<br />
*Because there's no item lockout, the resulting situation if you keep pulling items can get very silly.<br />
*Since the buff in 1.10, it can be used to dominate neutral, provided you're far away enough from the opponent or you have gotten a knockdown. Potentially strong option after a successful gold burst. Your mileage may vary depending on the matchup and what items you get.<br />
*If you've previously tossed a Trumpet and have control of it, using this before picking it up guarantees you won't toss another one, which can result in a very favorable situation.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>W-W-W-W-W-W-W-W-W-What Could This Be?</big>===<br />
<span class="input-badge">'''{{clr|1|236236236P}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
GGST_Faust_W-W-What_Could_This_Be.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-GGST}}<br />
|-<br />
{{#cargo_query:tables=MoveData_GGST<br />
|fields=damage,guard,startup,active,recovery,onBlock,invuln<br />
|where=chara="Faust" and input="236236236P"<br />
|format=template|template=FrameData-GGST|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
*Spend all your bar. Get 10 Items. Big meme.<br />
*Because of high meter gain, this could become an option if you are "playing lame" for the whole match. Faust will usually find safer and better use of meter by exploring other options, however. <br />
*Due to patch 1.10's Gold Burst buff and improved item spread, you could hypothetically do this off of a Gold Burst and get decent results. Even in that situation, it is usually wiser to use the half bar item super instead. <br />
</div><br />
</div><br />
<br />
==External References==<br />
<br />
===Notable Players:===<br />
*'''ApologyMan''' (EN)<br />
::Twitch: [http://twitch.tv/ApologyMan ApologyMan] <br />
::YouTube: [https://www.youtube.com/c/ApologyMan ApologyMan]<br />
::Twitter: [https://twitter.com/ApologyMan @ApologyMan]<br />
<br />
*'''JuxtAPoser''' (EN/HE)<br />
::Twitch: [https://www.twitch.tv/juxtaposertv JuxtAPoserTv] <br />
::Twitter: [https://twitter.com/a_juxt @a_juxt]<br />
<br />
*'''Krackatoa''' (EN)<br />
::Twitch: [http://twitch.tv/krackatoa Krackatoa] <br />
::Twitter: [https://twitter.com/Koryuken @Koryuken]<br />
::YouTube: [https://www.youtube.com/c/Krackatoa Krackatoa]<br />
<br />
*'''RhagTheDucktle''' (EN/PT)<br />
::Twitch: [https://www.twitch.tv/rhagtheducktle RhagTheDucktle]<br />
<br />
*'''Nage''' (JP)<br />
::Twitch: [https://www.twitch.tv/nage_pink nage_pink] <br />
::YouTube: [https://www.youtube.com/channel/UCJTwPjElTtULMosGdilaewQ/featured ナゲ] <br />
::Twitter: [https://twitter.com/nage_pink @nage_pink]<br />
<br />
*'''RF''' (JP)<br />
::Twitch: [https://www.twitch.tv/rfrfrf55 rfrfrf55] <br />
::YouTube: [https://www.youtube.com/channel/UCY5g2Y4Jkk_an4staoAvW6g?view_as=subscriber RF GameCh] <br />
::Twitter: [https://twitter.com/rfrfrf555 @rfrfrf555]<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGST|Faust|45px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:GGST/Navigation}}</div>Krackatoa