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 options are situational and overall subpar, though his suite of strong anti-airs (6P, 5K, and 2K, mostly) help a lot. Faust can struggle once his personal space gets encroached, and with slower buttons he will often simply have to hold the pressure.
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.|
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. 5P can also sometimes function as an anti air that can stuff low to the ground air dashes. Some characters are able to low profile it, such as Faust, Zappa, and Millia.
Chains into f.S, c.S, 2S, 2H, 6H, and 2D; Combos into f.S, c.S, and 2S; Combos into 2D against crouching opponents or on counterhit
5K is a staple for anti-airs and leading into air combos, as the hurtbox doesn't extend until the 1st active frame. It hit's most standing opponents, but completely whiffs on all crouching opponents and even most dashing opponents. It's also incredibly active, which makes it notoriously good as a counterpoke against anything that can't low profile it. On counter hit, 5K 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.
Chains/Combos into f.S, c.S, 5H, 2H, and 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 though, because f.S is dangerous to use at close range. Also, 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 (Just watch out for wakeup throw OS, or doing the maneuver so loosely that they can react and toss you out of it).
Chains/Combos into 5P, f.S, 2S, 5H, 2H, and 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.
However, with a recovery of 28 frames, this move is 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.
Chains/Combos into 2K and 5H.
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.
- Gatlings into 5D, 2D
An effective anti air with a great vertical hitbox and above-the-knees invincibility from frame 1-7 of the startup 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 jH 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 broadcast overhead, but has massive reach. While a keen opponent will be ready to block it, it can still often catch people who are too focused on blocking thrown items, and it is one of Faust's most rewarding starters, especially in the corner.
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.
6H is extremely dangerous on whiff but can be special canceled on block to be made unpunishable (with Item Toss, most notably), or at least safe (with Rerere no Tsuki).
Being even easier to see coming, slower, and shorter than 6H, 5D is hardly an effective overhead. 5D's real use is that it's Faust's only working "reversal," though only by a little. It has invincibility frames during the spinning animation (frames 1-11, so not much), so 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. Most useful for tick throws, but can low profile some enemy pokes too, and naturally good for starting pressure strings. While it has a high proration rate, the utility is too good to pass up.
Fully extends a hurtbox on frame 1.
Chains into 2S, 2H, 2D; Combos into 2S;
One of Faust's most used moves at close range, 2K has a fast startup, and covers a large area while putting Faust's hurtbox lower to the ground. Has three hits: one hitting in an upward angle that is good for anti-airing some attacks (will whiff on some crouching opponents making the startup for the second hit 10 frames), A second hit that goes a bit lower, and a third hit where Faust's leg is near the ground. The first hit can be jump canceled, and the last 2 hits are lows. 2K is just a great all around move that can start pressure, set up tick throws, and deal with most angles of approach. Also an excellent meaty tool that keeps your opponent pinned in blockstun and can lead into a variety of mixups.
Chains/Combos into 2D and 5H after any hit; Chains/Combos into 2P and f.S (not c.S) after the last hit)
While not as common as his other anti-airs, 2S covers similar vertical space as 6P, and is more rewarded for a hit because it can be followed up with an air combo. Besides that, 2S can be a fairly rewarding and generous-to-time abare option if your opponent is looking to catch you trying to escape pressure through jumping, due to it's active frames.
Chains/Combos into 5K, 5H, 2H, 2D
2H is a very useful long range ground poke. Has good damage, and can be chained into 2P/5P to reduce the recovery, but has almost no vertical hitbox, so can be jumped if anticipated. As with f.S, it is useful to cancel it into Nani ga deru kana, or Rerere no Tsuki for a frame trap. Combos into Rerere no Tsuki on counter hit or against crouching opponents.
It is very disjointed towards the tip, which means that if it's done before the opponent is in range, it is incredibly hard to whiff punish, but will give up space as they run in after it.
Chains/Combos into 2P
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 "Nani ga deru kana" reduces the recovery.
2D is also 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.
Chains into 5K, 2S; Combos into 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.
Chains/Combos into j.K;
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.
Chains into j.P, j.S, and j.D and can combo into them at various distances.
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.
Chains into j.P, j.K, and 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. 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.S, j.2K and j.K to keep them guessing. 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.
One of Faust's two air combo enders(j.H and 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.
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.
j2K 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 j2K where he would normally get nothing.
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 j2K 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 5P/Rensen/2H, Faust far.S/2H). Will produce much hitstun on hit, and will even stagger on counterhit resulting in an easy follow-up combo. It is however difficult to continue pressure after j.D because it has 4 extra frames of landing recovery.
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.
Faust clings onto the opponent and licks them, then knocks them away, causing blowback and knockdown. Gives time to throw an item out, or run up an apply a meaty or 50/50 on their wakeup. The standard deal.
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. 1-16 invincible, 17-28 invincible to throws, 25-32 invincibility above the knees. 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 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. Faust retains his air actions after the move and can anti-air if his opponent tries to jump over it. 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. 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
SMACK! Faust suddenly latches onto the top of his pogo and flings himself forward. Despite appearances, this is not an overhead. This move will leave Faust in a special pogo stance (see the functions below), but holding any backward direction will cause Faust to climb off the pogo back to neutral. After a raw 236S this leaves him at -21 on block. Though you can continue pressure on the pogo, it can be tricky. A knowledgeable opponent can often punish Faust easily if he stays on it for too long.
Causes knockback on hit, which gives Faust time to throw an item and stay at his optimal range, but you will not have time to apply mixup before they recover. Can be followed up with a combo if you are either in position for pogo S flower or Roman Cancel forward 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.
I'm a Flower. Get it? A Flower? A flower suddenly pops out of the ground some distance away. It hits low and launches the opponent in the air for an easy follow-up. can catch opponents trying to move after 236S, but use can be predictable. Can continue a combo after 236S if used close to the corner and leads to "Going My Way".
Rubber Neck hits overhead and is plus on block. Won't hit some crouching opponents, and requires the opponent to be close. Primarily used for some combo filler while on the pogo.
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.
Hack 'n Slash
A grounded proximity unblockable where Faust spins the scalpel near the opponent. Although effectively the same as a command grab, it is a special case where if the opponent is on the ground near Faust on frame 1 of the startup, Faust will begin the move animation, and even if the opponent jumps in that time, they'll still be caught (even if holding Faultless Defense). Allows for a follow-up combo in the corner or with Roman Cancel.
From the Front/Behind/Above
Faust hides under a rug, and teleports to a door in front/behind the opponent. All meterless versions of 214(input) 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 14-17 frames after Faust bounces off the opponent to 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 other items while it is out, so you don't really want to see this.
Chocolate is the donuts, but gives a slight bit of tension. Don't give in to the sugar addiction! Though if your opponent is a chocolate addict, there is some yomi involved with punishing them for trying to take it.
Chikuwa heals some HP, and maxes tension pulse.
Faust throws out a hammer that has a hitbox until it hits the ground. Can cause a great deal of stun, and will combo after 6P. Controls some airspace, so control ground space to complement it.
Faust throws out a dumbbell that has a hitbox until it hits the ground.
Faust throws a single coin that has a hitbox until it lands, similar to Johnny's coins. Though it only does a little damage by itself, it is fast and inflicts the "Oissu?" effect on hit for the rest of the match, which increases the damage of Holler Again! and causes it to ground bounce the opponent. This also powers up 214D to give a similar higher ground bounce with much more untechable time.
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 after a short delay, will explode (no hitbox until then) in a massive area of effect. This is both a dangerous item, and a useful one because the resulting explosion hits Faust as well. You'll need to guess if they will try to jump out, as you can either do a blockstring after the throw into a jump-cancellable normal/door special/5D just before the bomb explodes, or try to hit them out of the air. Don't get hit trying to do this though, as the resulting damage is very punishing.
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.
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, he 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.
Faust throws a poison vial that has no hitbox, which after a short delay, will spew poison gas in a short area around it. Cause negligible hitstun, and the timing of the hit can be deceptive, which makes it very useful for grab mixups if they are on the ground. Note that poison 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
Faust quickly takes to the skies for a very wide karate chop, which hits overhead. Ok, it's not the most effective use of 25 meter, but you are airborne on frame one, so if you can predict lows it can act as a nice punish. You can also special cancel normals with it, so it can sometimes be useful for a surprise overhead in a blockstring or after some long range pokes (though watch your spacing on your longer pokes). It's easier to see than his other overheads (which are also kinda easy to see), so you'll usually just want to go for drill cancel j.2k in most cases instead.
Ground bounces on hit for loads of untechable time and potential combo follow-up.
FB Rerere no Choutsuki
Faust quickly gets on his pogo stick in midair and drops straight 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.
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.
FB From Behind
D after 214K
This is a much faster version of Faust's original crossup door special. because of the speed, the door can be an effective mixup when items are out, and can punish many fullscreen attacks 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.
Using the FRC timing on frames 6~8, Faust can spend half his tension bar for an unpredictable mixup, notably with FRC into Mettagiri.
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 it's 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. lame.
|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