The good, wandering Dr. Faust is a good choice if you want a simple, versatile character who primarily focuses on "spicy" zoning and space control with a touch of RNG.
Faust controls the screen and the pace of the match primarily with his large normals and random items thrown with 236P. His pokes can be difficult to contest and his air domination, particularly with j.H and j.2K FDC, can make approaching Faust a hassle, let alone dealing with his ranged game. The items Faust tosses change the state of the game, with effects ranging from mini moving hitboxes, items that cover air approach and deal large stun, bombs, and even food. Combined with the ability to crawl and a frustratingly tiny crouching hurtbox, Faust can be quite the pain to deal with from generally anywhere.
On the flip side, Faust tends to deal limited damage (partially due to his unusual gatling tree) and has to cut things even shorter if he wants a knockdown. His defensive gameplan, although not necessarily weak, is somewhat unconventional and will require players to learn the appropriate strategy.Overall, Faust is a very strong character whose basics can be grasped within literally minutes.
|Lore:||The Magical Wandering Pediatrician, producing only the tastiest of Doctor's Office treats from his magical labcoat. Where other doctors produce lollipops, this one produces Krispy Kremes, whole Chocolate Bars, and Deep Fried Churros. You just have to be wary in case he offers you a hammer, short-circuited robot, or live explosives.|
|Faust is well-known to Guilty Gear players as the "Spicy Zoner". He controls the pace of most matchups, and usually has a dominating answer for most neutral situations. Even if he's airborne, the game never tilts far out of favour, due to his suite of air options and mobility.|
Guilty Bits Character Intro
This is Faust's fastest move and has good range for a jab. It's useful for starting block strings or mashing out of pressure.
- Can be used as a fast anti air that can stuff low to the ground air dashes.
- Low profiled by Millia and Zappa running and Faust crawling.
- Combos into c.S, f.S and 2S on normal hit. Combos into 2D on crouch/counter hit.
Gatling Options: c.S, f.S, 2S, 2H, 6H, 5D, 2D
5K is a staple for anti-airs and leading into air combos, as the hurtbox doesn't extend until the 1st active frame.
- Hits most standing characters, but completely whiffs on all crouching opponents and most dashing opponents.
- Incredibly active, which makes it notoriously good as a counterpoke against anything that can't low profile it.
- On counter hit will put the opponent in a float state allowing a followup air combo.
Another intrinsically good property is that, post active frames, the hurtbox only remains extended for several frames, so trying to whiff punish it from the front isn't very practical in a lot of matchups. Moves that are quick to move under it (Stun Dipper), or are entirely disjointed (Stun Edge, HCL) make for more appropriate whiff punishes.
When trying to determine whether or not you can use it to anti-air, think "Can they reach my torso before 5K goes active?", if they can, you will be stuffed. If they cannot, at worst you will trade and completely stop their approach.
Gatling Options: c.S, f.S, 5H, 2H, 5D, 2D
It's uses outside of combos are limited, but it gives the same frame advantage as 5P, and is one of Faust's strongest starters.
- Be sure you are in the right range, because f.S is dangerous to use at close range.
- While 2K is the typically preferred meaty, c.S can give you a weighty frame advantage if you hit them on wakeup.
- This move is great to OS with throw on your opponent's wakeup in the corner (Dash in FD Brake > 6SH, as you can block wakeup DP, catch certain backdashes, clip late jump out attempts and throw opponents that are too defensive – all the while preserving frame advantage).
- Watch out for wakeup throw OS, or doing the maneuver so loosely that they can react and toss you out of it.
Gatling Options: 5P, f.S, 2S, 5H, 2H, 5D, 2D
f.S is a staple mid range poke that can be used to safely cancel into an item throw, which has the additional benefit of cutting f.S' recovery by 5 frames.
- Comes out quickly for its range: it's 1 frame faster than c.S up close, and the longer part of the hitbox appears on frame 10.
- High recovery makes this move VERY dangerous to whiff, which is made worse since its hitbox can be easily low profiled - some characters can run right under it. Make sure you are not being too predictable, lest you want to be punished by a stray counterpoke and potentially eat a full combo.
- You never want to end pressure on f.S because it is hideously unsafe on block. Reverse gatling into 2K if you want to use this move while an item is onscreen.
Gatling Options: 2K, 5H, 5D
5H is a mid-range alternative to f.S.
- While it has slightly slower startup and a shorter hitbox compared to f.S, it's more difficult to low profile and puts the opponent in much more blockstun.
- Very important in combos because it has a good hitbox, and combos into both 236S and 2D.
Gatling Options: 5D, 2D
An effective anti air with a great vertical hitbox and above-the-knees invincibility which helps stuff several jump-ins.
- Doesn't have good horizontal reach and bad recovery, so interchange with Faust's other anti-airs, such as: 5K at a distance, 2K when they may end up behind your head, and preemptive options such as j.H when you have time to get it out there.
- Does not combo on normal hit without an Item Toss like Hammer, however on counter-hit you can cancel into Item Toss and still convert comfortably.
- 6P does not carry the invincibility for the full duration of the startup, so jumping attacks in their active frames that aren't deep enough to win outright will counter-hit trade on the 1st active frame.
- Oftentimes, Faust can still combo from this, but it does remove 6P as an anti-air option when Faust is on low life.
One of Faust's most unique moves, 6H is a massive overhead with a dead zone above and in front of him.
- One of Faust's most rewarding starters, especially in the corner. While a keen opponent will be ready to block it, it can still often catch people who are too focused on blocking thrown items
- It makes an excellent preemptive whiff punish in pressure, as it's hurtbox is fairly receded mid-startup. Someone trying to poke out of pressure against it may find their attack whiffing just shy of Faust's torso.
- Extremely dangerous on whiff but can be special canceled on block to be made unpunishable (6H > item throw is -5), or into a tame frame trap with Rerere no Tsuki.
5D is Faust's pseudo-reversal.
- Slower and shorter than 6H, thus it is hardly an effective overhead.
- It has invincibility frames during the spinning animation. Its not much, but if your opponent is using a slow or reactable poke of some sort, 5D can be used as a situational punish.
- 6HD option-selects throw, gold burst and 5D on wakeup.
Fast, low hitting jab with good range. While it has a high proration rate, the utility is too good to pass up.
- Most useful for tick throws, but can low profile some enemy pokes too, and naturally good for starting pressure strings.
- Fully extends a hurtbox on frame 1.
- Combos into 2S.
Gatling Options: 2S, 2H, 5D, 2D
One of Faust's most used moves at close range, 2K is just a great all around move that can start pressure, set up tick throws, and deal with most angles of approach.
- Has a fast startup, and covers a large area while putting Faust's hurtbox lower to the ground.
- An excellent meaty tool that keeps your opponent pinned in blockstun and can lead into a variety of mixups.
- Has three hits: one hitting in an upward angle that is good for anti-airing some attacks, a second hit that goes a bit lower, and a third hit where Faust's leg is near the ground.
- First hit will whiff on some crouching opponents making the startup for the second hit 10 frames.
- The first hit can be jump canceled, and the last 2 hits are lows.
- Has a delayed cancel into 2P after third hit.
- While it has gatling into f.S it will not gatling into c.S and pressing button when too close will make it so nothing comes out. Keep that in mind.
Gatling Options: 2P, f.S, 5H, 5D, 2D
Far from useless, but usually combo fodder.
- While not as common as Faust's other anti-airs, 2S covers similar vertical space as 6P, and is more rewarded for a hit because it can be jump cancelled into an air combo with no restrictions.
- Can be a fairly generous (if risky) abare option due to its active frames, especially if your opponent does a manual delay in a blockstring.
Gatling Options: 5K, 5H, 2H, 5D, 2D
2H is a very useful long range ground poke. Disjointed, good damage, and can be chained into 2P/5P to reduce the recovery. 2H > 5P is +4 on normal block.
- Has almost no vertical hitbox, so it can be jumped or high profiled easily.
- As with f.S, it is often canceled into item throw, or scalpel thrust for a frame trap.
- Combos into scalpel thrust on crouching opponents (if they're close enough) or on counter hit.
- Like many of Faust's pokes, this move is hard to whiff punish directly, but whiffing it will let them run in for free.
Gatling Options: 5P, 2P, 6P, 5D
Fairly slow for a 2D, but has great range, and can be jump canceled.
- Use it to keep your opponent honest blocking low and to start a jump to continue pressure.
- Canceling into item throw reduces the recovery.
- Important for combos because 2D > 2S will get the opponent into the air to start an air combo. Watch the range though, because being too far away from the opponent will cause the 2S to whiff or the air combo to drop.
Gatling Options: 5K, 2S
A jumping attack that comes out quickly and recovers quickly. Covers ground slightly higher than j.K, so use when they are too close.
Gatling Options: j.K, j.S, j.H, j.D
A jumping kick that covers a lower angle and is Faust's deepest jump-in. An important element of Faust's mixup game is to do a faultless defense cancel (or Drill cancel for short, check the Faust board on Dustloop for more details) immediately off the ground to do a very fast overhead j.K.
Gatling Options: j.P, j.S, j.D
Affectionately known as the drill, while j.2K is the only jumping normal Faust has that does not hit overhead, it changes Faust's air trajectory at a down-forward angle as well as causing a large amount of blockstun, making it an important tool for reapplying pressure. Faust will continue to drill until he hits the ground even after it makes contact with the opponent. It can be special canceled.
Even more important then the move itself are the uses you get out of Faultless Defense Canceling it (otherwise known as the Drill Cancel). Regardless of your position in a jump, Drill canceling j.2K will immediately cause you to start falling backwards, with all air actions intact. This opens up many tricks and possible attack angles.
j.2K works as a strong counterpoke option in neutral, as Faust's air FD box makes him notoriously good at squeezing over far.S-style normals (Quick, horizontal attacks that aren't so vertically-inclined). This also makes it quite the powerful move to do out of pressure. Faust can jump FD out and over many normals where a 2P would be frame-trapped, netting a punish with j.2K where he would normally get nothing.
A strange jumping attack where Faust swipes with the scalpel. The hitbox is only at the tip of the swipe, so it will whiff entirely at close range. j.S is one of Faust's less commonly used moves, but it covers ground lower than j.H and can be used in combos.
Gatling Options: j.P, j.K, j.H
Likely Faust's most important normal, j.H covers a massive horizontal area in front of Faust with the scalpel and can cover many aerial or even ground approaches at a proper distance.
- The enormous amount of active frames makes it an abusive move, so even though it cannot be chained or jump canceled even on block, it should be used often.
- Using low-to-the ground drill cancels will leave the opponent little time to respond before it recovers.
- It won't cover ground space so alternate attacks with j.K, j.2K and j.S to keep them guessing.
- One of Faust's two air combo enders (alongside j.D). Ending with j.H will do the most damage, but will allow the opponent to tech in the air. Although with Faust's excellent anti-airs and Nani ga deru kana, it's not an altogether bad place for them to be.
Faust holds the scalpel below him for a bit as it transforms into a Syringe, and poots out a tiny buff Faust.
- The move is incredibly disjointed, making it very hard to anti-air, especially when you factor in that j.2K is interchangeable with it, which hits with a different timing.
- It's long active frames make it generally pretty great for dashing or normal jump-ins over long-winded attacks (such as fireballs, Axl's 5P/Rensen/2H, Faust's f.S/2H).
- Will produce much hitstun on hit, and will even stagger on counterhit resulting in an easy follow-up combo.
- If hit in the air, the opponent will plummet downward for an untechable knockdown, which makes it one of Faust's two air-combo enders. It will result in less damage and shorter combos, but the knockdown is invaluable for establishing or maintaining momentum.
It is however difficult to continue pressure after j.D because it has 4 extra frames of landing recovery.
Standart throw which causes blowback and knockdown.
- Gives time to throw an item out, or run up an apply a meaty or 50/50 on their wakeup.
- Can lead to a combo with the help of items or if RC'd in the corner.
Faust grabs the opponent and tosses them aside, resulting in them flying back and causing a knockdown. An excellent anti-air for dealing with opponents directly above you.
Typical Dead Angle Attack, use when things are looking hairy and you wish to create space. Faust has weak defensive tools, so it's often a good idea to use this before you take too much damage.
- Has a good hitbox unlike some, and can even throw them into items, but the damage will be bad.
- Wall bounces, so it can be useful to use against opponents trying to work themselves out of the corner.
Re-re-re no Tsuki
Re-re-re no Tsuki ("scalpel thrust") is a hit-grab move that connects on grounded opponents, leading to its follow-up Withdraw for a variety of combo options. It can be used as a pseudo frame-trap after special canceling normals to punish your opponent for moving after a blocked poke. It is Faust's longest range attack and has enough pushback to be safe on block, but keep in mind that throwing it out at neutral greatly extends Faust's hitbox, and it can be low profiled and punished.
While it will hit airborne opponents, they will simply fall to ground after the hit without setting up for Withdraw.
Withdraw pulls the opponent towards Faust after Re-re-re no Tsuki. This has 2 follow-ups: "Holler!" starts a linear combo that leads to a hard knockdown, or "Gettin' to the Good Part" which leads into a FB move for more damage or an air combo if used near the corner. Also has a FRC window on frames 43-45 that can be used for an improved damage follow-up combo.
Holler! launches the opponent into the air, leaving them in a floated state for the remaining portion of the combo. Leads into Can't Hear You!
Can't Hear You! Faust flies into the air after the opponent and has invincibility for the full duration, though this only comes into play if the opponent decides to burst. Leads into Holler Again!
Holler Again! The final hit of the rekka-style combo; Faust karate chops the opponent and sends them plummeting to the ground for an untechable knockdown. Faust recovers in the air. If you have hit the opponent with the coin item earlier in the match, this hit will cause the opponent to catch on fire and bounce off the ground. Oissu!
Gettin' to the Good Part, Faust transforms into a batter and swings at the opponent after Withdraw. It has invincibility similar to 5D, though it doesn't mean much. It causes the opponent to wallstick if done near the corner which can lead into an air combo, or it can cancelled into the follow-up FB move This One's on the House.
Faust pulls off his head(?) which turns out to be a bomb that explodes on contact with the opponent, ground, or another projectile. Will put the opponent in a great amount of blockstun, which allows Faust to start pressure, however, the move also works on Faust, so if Faust is too close when it explodes, he'll also take a hit.
- Faust retains his air actions after the move and can anti-air if his opponent tries to jump over it.
- Has an FRC point on frames 24 & 25 (right after Faust tosses the bomb), which allows Faust a bit more time to start pressure or block if the opponent gets too close.
- Faust can combo after the bomb-bag, but careful positioning is required in order to avoid taking a hit yourself. 2S or 5K are useful in this regard.
Going My Way
Faust suddenly begins to spin forward yelling "Going My Way!" If you are near the ground, the move will end prematurely leaving you at massive frame advantage. For this reason it is very useful to cancel low to the ground j.2Ks to continue pressure, and will situationally combo after air hits of all sorts. However, the move is easily punishable if the entire duration plays out.
What Could This Be?
The centerpiece of Faust's design, Faust throws out a random item that produces various effects. Under normal circumstances, Faust cannot throw out a second item until the first one is gone. This particularly causes problems if food items are thrown, so try to get rid of them as quickly as possible. You can throw out another item after the chibis begin to walk on the ground or the poison lands, so use this fact to fill the screen with junk.
You will not want to use item throw at neutral unless your opponent is respecting your pressure. Instead, throw items after you make your opponent block a normal. f.S, 5H, 2H, 6H, and 2D are all prime candidates because they put the opponent in a good amount of blockstun. Also useful if you achieve a knockdown/knockback. This is appropriately important to Faust's gameplan because as long as Faust can keep chucking out dangerous items on the opponents wakeup, the opponent will have to keep taking risks to escape pressure.
Souten Enshin Ranbu
- Referred to as "pogo."
Faust grabs onto the top of his scalpel and flings himself forward. This move will leave Faust in a special pogo stance (see below), but holding 1 will cause Faust to dismount back to neutral, even if your opponent crosses you up. After a raw 236S this leaves him at -21 on normal block.
Despite what the frame data suggests, 236S doesn't hit in front of Faust until frame 18. This is because Faust actually does his 44 and 66 pogo attacks behind him and then in front of him when he performs this move, which can lead to patented Faust Hurtbox Moments. He can even hit an opponent trying to teleport behind him (Slayer, Chipp, another Faust) if timed right. Impractical but hilarious.
Faust can technically continue pressure on the pogo, but it's mostly a gimmick since he can't block while on it. A savvy opponent can often punish Faust easily if he stays on it for too long.
Causes a sliding knockdown on hit, which gives Faust time to throw an item and dismount, but not enough time to apply a mixup. Can be followed up with a combo if you are either in position for pogo S flower or RC > dash 2S.
Various commands on Pogo
Small Jump hops forward a bit while on the pogo. It is not an attack, but can help position for some combos or keep a position if the opponent is respecting the pogo stance. If you press D during the hop, Faust will perform an attack similar to j.236D, which can lead to a full combo.
Backwards smacks backwards and moves Faust back a little. Has invincible startup and pulls Faust's hitbox back a bit, so it can be used to avoid some moves and reversals while on the pogo. If you crossed up your opponent with j.236D, this can hit your opponent, and Faust will readjust himself to face the opponent afterwards.
Forwards goes for a second helping of SMACK, but it has no special properties besides being crazy fast. You can use it if you think they are trying to move, but know that it's prone to being hit with reversals and has no real combo follow up on its own, so it isn't too rewarding. Will move Faust forward which can help position other attacks.
Various commands on Pogo
Growing Flower cleanly beats air-to-airs if timed correctly, but not too much else. Has a short bit of strike invincibility, which makes it surprisingly useful if your opponent doesn't know the matchup and decides to airdash at you.
I'm a Flower. Get it? A Flower? A flower pops out of the ground some distance away from Faust. It hits low, removes OTG state and launches the opponent in the air for an easy follow-up. Can catch someone trying to move after 236S, but there will always be a huge gap that can be easily jumped out of.
Can continue a combo after 236S if Faust is close enough, which leads to Going My Way. Because the flower can appear offscreen if Faust is too close to the corner, this isn't always consistent (though it's pretty dang consistent).
Rubber Neck hits overhead and is plus on block. Won't hit some crouching opponents, and requires the opponent to be close. Primarily combo filler, or a gimmicky way to annoy your opponent into doing something if he's respecting you too much.
Surprise Surprise is the pogo version of the item throw. Slightly faster than the ground version, but functionally identical.
Going My Way off of the pogo. Very unsafe on block, so either use as a combo ender, or RC/FRC the move after the the last hit (frames 41-46) to continue pressure. In the corner, the RC/FRC enables a combo extension with falling j.K or j.H into 5K and a rejump.
Hack 'n' Slash
A grounded proximity unblockable where Faust shreds his opponent with his scalpel. Although used similarly to a command grab, this move is a special case: the game will check if the opponent is within range and throwable on the frame H is input. If not, Faust does the whiff animation. If so, Faust does the attack animation, and even if the opponent jumps in that time, they'll still be caught.
Allows for a follow-up combo in the corner (5P > 2S > etc.) or with RC.
Due to 48 unblockable active frames and its unusual nature, this attack often leads to strange interactions with strike invulnerable or throw invulnerable moves.
From the Front/Behind/Above
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
|StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.||ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.||RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state.||On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame.||Invuln||Level|
|214S||38||High||47||20||26+6 after landing||-||21~32F, 47~47F Strike
Faust hides under a rug, and teleports to a door in front/behind the opponent. All meterless versions of 214X can be avoided by jumping forward and blocking back, though good use of items may prevent them from doing so. There is an FRC timing on frames 49-51 (right after Faust reappears) which can be used to perform a mix-up/Mettagiri immediately after the teleport, or to make the teleport safe. In some instances you can use the back version of the door to avoid pressure, or to get out of the corner, especially with the FRC, but never rely on it.
P version appears in front of the opponent, K appears behind the opponent.
The S version will cause Faust to appear from the sky and do a diving attack that hits overhead. Faust does a flipping animation after it hits, and can be easily punished even after landing. Worse than the door, but has two different FRC points: one before Faust finishes hiding under the rug (frames 21-22), and after Faust bounces off his opponent (frames 14-17). These can help make the move relatively safe.
Chouhatsu (Kao FLASH!)
Show them your face, Dr. Baldhead! Hard counter to May, but use wisely. No one can know your true self.
- One of two Taunts Faust has.
- Opponent can tech immediately on hit.
- Data listed in [ ] is for the Pogo version of Nani ga deru kana?
- Moves with Item listed in their command column are randomly thrown by Nani ga Deru kana? and Na-na-na-nani ga deru kana?
Donuts heal some HP, but nothing else. You cannot use item throw while it is out, so you don't really want to see this. Grab it if you can, but don't get yourself killed.
Chocolate doesn't heal any HP but gives a nice chunk of tension. Generally better than a donut, but don't give in to the sugar addiction! May be worth picking a fight over depending on how scary your opponent is with meter and how much you need it.
Chikuwa heals some HP, and maxes tension pulse. Anyone who knows what this does will want it, so it often forces you to pick a fight - if for no other reason than giving your opponent a maxed out tension pulse is often a complete disaster.
Faust throws out a hammer that has a hitbox until it hits the ground. Trades with other projectiles, causes huge stun on counter hit, and will combo after 6P. Controls some airspace, but is short-lived. The high trajectory arc lets it cover a nice anti-air angle.
One of Faust's more plain but useful items, and can often cover a second item throw if your opponent blocks it.
Faust throws out a dumbbell that has a hitbox until it hits the ground. Basically a juiced version of the hammer, weighing at a beefy attack level 6 (i.e. attack level 5 with special hit/blockstun).
The dumbbell's arc is much wider than the hammer, and can often hit opponents at nearly fullscreen distance.
Faust throws a single coin that has a hitbox until it tumbles along the ground, similar to Johnny's coins. Though it only does a little damage, the coin is very active and inflicts the "Oissu?" effect on hit for the rest of the round, which increases the damage of Holler Again! and causes it to groundbounce the opponent. This also powers up 214D to give a similar higher ground bounce with much more hitstun.
The trajectory is random, so it may or may not reach the opponent in a given situation.
Faust throws a bomb that quickly lands on the ground, and explodes in a massive blast after a couple seconds. This is both a dangerous item, and a useful one because the resulting explosion hits Faust as well.
Most people who know the matchup at all will respect the bomb and try to escape it by jumping out of the way or blocking it - which can enable you to do throw or a blockstring into a jump-cancellable normal/door special/5D just before the bomb explodes.
It can be tempting to play with fire and control/mixup your opponent with the mental frame advantage the bomb provides, but for goodness' sakes be careful.
Faust throws an adorable mini-version of himself that will crawl along the ground after he lands and will hit the opponent once. This version will float downward in a simple angle. All of the chibi-characters Faust throws creates useful oki situations, and you can expect the opponent to try to go over them, so predict this and punish their jump attempts. If they want to block it then you can go for a mixup before it hits, but don't let them stuff you with a reversal, as some opponents are prone to try.
All chibis are invincible in the air until they land.
See notes on Chibi Faust; Robo-ky is effectively similar, but will float side to side as he is falling. Controls the air a little better, so follow him, and he will create similar yomi situations to mini-Faust when he lands.
Will also change direction upon landing to whichever direction facing the opponent.
The greatest of the chibi-pets, Potemkin will fall quickly and moves very slowly on the ground. Will hit 3 times before he tags out, so expect major pain. The opponent REALLY doesn't want to block this, so most will try to get away as quickly as possible. Use j.H to keep them in their place.
Faust throws out a washpan that sails up off of the top of the screen, and then falls straight down above the point at which the enemy is standing when the washpan re-enters the screen. Pretty good tracking, but not foolproof.
After a delay, the Meteors will fill a portion of the screen causing much blockstun. The meteors won't change their designated location after it goes into the air, so if the opponent moves forward, they can avoid them entirely. Just don't let them do that and you are fine. If they respect the meteors, do a mixup to make them regret it.
Note that the spread of each individual meteor is somewhat random, so it's possible to have a very sad meteor spread that completely misses your opponent. This is pretty rare, though.
Faust throws a poison vial that has no hitbox. Once it lands, it spews a poison gas cloud. The cloud is active for nearly a full second and will still inflict poison status even if Faust is in hitstun, so it's one of his best combo breaker items. The cloud causes negligible hitstun, and the timing of the hit can be deceptive, which makes it very useful for grab mixups if your opponent decided to block it on the ground.
You can throw another item after the cloud has been on the ground for a short time - about half its active frames. Note that the cloud will cause Rerere no Tsuki to drop after the first hit, but the second hit is +15 on block so you can continue pressure, or go for a reset.
BAM! Outta Nowhere
- Referred to as "FB Chop."
Faust hops up for a very wide karate chop, which hits overhead and is plus on block for some reason. Okay, FB Chop is not the most effective use of 25 meter, but you are airborne on frame one with a somewhat high profile, so if you can predict lows it can act as a nice punish. Considering Faust's otherwise lacklustre defence, FB Chop can an appealing "hey, why not?" option.
You can also special cancel into this attack, so it can sometimes be useful for a surprise overhead in a blockstring or after some long range pokes - just take care not to push yourself out of range and whiff. FB Chop is easier to see than 6H or 5D (which are also kinda easy to see), so you'll usually want to go for j.2K FDC if you need a fast overhead mixup.
Ground bounces on hit for loads of hitstun and potential combo follow-up, usually dash 5K or 2S depending on height. On counter hit, there's even more hitstun, and your opponent will fall all the way back down to the ground (notwithstanding any other factors). The Coin item will power up FB Chop and enforce a groundbounce similar to a counter hit, even on normal hit.
Lastly, Faust can also combo into FB Chop from 6H against non-tiny characters, which gives a huge burst of damage even with something simple like 5K > standard air combo. This might sound impractical unless your opponent is stunned, but remember: it's only impractical if your opponent knows how to block it.
FB Rerere no Choutsuki
- Referred to as "FB Pogo"
Faust quickly gets on his pogo stick in midair and drops downward, taking your previous aerial angle into account. Because it's extremely fast this is a fantastic Force Break that can end up beating some anti-air attempts. Because air trajectory affects it, j.2K is a helpful for sending it on the right path for a blockstring or a combo. Faust will remain in the pogo stance after he lands, so after the initial hit, it is the same as the regular version.
FB Pogo can also be used to extend combos fairly reliably for 25 meter (FB Pogo > Pogo P > Pogo Going My Way), usually from an air combo into j.D or an FDC j.K overhead into drill. The FDC extension is particularly important because it's more consistent and more damaging than a simple drill > Going My Way or trying to link off of drill.
This One's on the House
Gettin' to the Good Part -> 236D
The followup to Gettin to the Good Part!, Faust pulls out a box bomb and sets it off causing an explosion that will hit both you and the opponent (though Faust can block it). Does more damage than the regular hitgrab chain combo.
In true Faust fashion, you can even Slashback the explosion and dash forward for a combo.
FB From Behind
D after 214K
- Referred to as "FB Door."
This is a much faster version of Faust's original K door. Because of the speed, the FB Door can be an effective mixup when your opponent is preoccupied, and can punish many fullscreen attacks and zoning tools on reaction. Because you are unable to use the FB after the other 2 versions of the teleport, it can be predictable if used too liberally, so keep it as a surprise.
Wallbounces on counter hit, usually enabling a dash 5K/2S converstion in case your 25 meter fullscreen reaction punish wasn't good enough already. Using the FRC timing on frames 6-8, Faust can spend half his tension bar for an unpredictable mixup, notably with FRC > Hack 'n' Slash.
Despite this move's incredible properties, it inherits the same inconsistent positioning as his normal door teleports, and Faust can sometimes appear in front of his opponent and whiff completely, especially if his opponent was moving backwards. Such is life.
W-W-What Could This Be?
Faust tosses four random items. This super ignores the item limits, so you can use it even if other items are already out (including after another super). By its very nature, the results from this super are completely unpredictable and can sometimes lead to a measly 4 donuts, or a deadly mix of bombs, meteors and mini-potemkins. Bombs have a tendency to override the effects of some of the other items by blowing them up, or by virtue of out-lasting the thrown items.
If you are feeling adventurous, you can use the super on knockdown, or if your opponent is respecting you too much. The average results are actually pretty decent, but if you don't want to rely on faith, Meter can be more reliably dumped into other things. If you want something really exciting, item throw > item super > item super is pretty much the best possible thing you can do in a match, especially after a gold burst.
Shigekiteki Zetsumei Ken
Has invincibility until startup, and the recovery is massive (but can FRC'd throughout it's full duration). Also hits low! On hit it basically starts a minigame in which you set an angel with one of the 4 buttons, and if they hit one of the three devils, they are dealt the full damage from the super. Otherwise the super will backfire and you'll end up taking damage instead, and in some cases the opponent can even combo off of the hit. Failure to choose a button before your opponent results in auto-failure, so be sure to act fast.
While throwing caution to the wind can be fun, it's best to avoid this super unless you really need a reversal. Can be used as a combo ender in some instances, but the damage is prorated heavily to the point where it's rarely worth it.
This Week's Yamaban
During IK Mode: 236236H
This is about bad as Instant Kills get. Has long horizontal range, but easily low profiled. You can't even hit most dizzied opponents. It will work on A.B.A. when she's recovering from Moroha Mode, at least.
Additional frame data: IK mode activation time 82F.
|To edit frame data, edit values in GGACR/Faust/Data.|
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data