GGACR/Faust/Frame Data

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System Data[edit]

Defense:x1.00
Guts:0
Weight:Middleweight (x1.0)
Stun Resistance:65
Prejump:4F
Backdash:16F (1~>7F invuln)
Wakeup Time:53F (Face Up) / 54F (Face Down)
Unique Movements:Crawl


Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5PGGAC Faust 5P.png 10 Mid 5 4 6 +2 - 6 7 2.64 SJR 2
5KGGAC Faust 5K.png 26 Mid 7 8 11 -5 - 10 7 2.64 SJR 3
  • Floats opponent on CH (Untechable for 40F)
c.SGGAC Faust cS.png 30 Mid 8 6 6 +2 - 10 7 2.64 SJR 3
f.SGGAC Faust fS.png 42 Mid 7 6 28 -20 - 10 7 2.64 SR 3
  • Attack is fully extended on 10F
5HGGAC Faust 5H.png 24x3 Mid 9 2,2,2 17 -2 - 14x3 6x3 3.84x3 SR 4
  • 1st, 2nd hits have hitstop 7F
6PGGAC Faust 6P.png 32 Mid 8 3 26 -15 1~7F Above Knees 10 7 2.64 SR 3
  • Floats opponent on hit (untechable for 20F)
6HGGAC Faust 6H.png 80 High 25 9 45 -35 43~57F Above Feet
58~60F Low Profile
21 7 3.84 SR 5
5DGGAC Faust 5D.png 25 High 28 2 15 -3 1~13F, 42~44F Strike 8 20 2.64 R 3
  • Faust is in CH state during move
2PGGAC Faust 2P.png 12 Low 7 2 7 +1 - 3 8 1.44 SR 1
  • Initial prorate 70%
2KGGAC Faust 2K.png 12x3 Mid, LFx2 7 3,3,6 5 +1 13~21F Low Profile 6,6,5 7 2.64x3 SJR 2
  • Initial prorate 80%
2SGGAC Faust 2S.png 28 Mid 9 9 12 -7 1~3F Low Profile 10 7 2.64 SJR 3
  • Staggers opponent on ground CH (max 39F)
  • Pulls in opponent on air hit
2HGGAC Faust 2H.png 42 Mid 14 2 21 -4 - 20 6 3.84 SR 5
2DGGAC Faust 2D.png 38 Low 13 3 23 -12 - 8 7 2.64 SJR 3
  • Forced prorate 90%
j.PGGAC Faust jP.png 13 High/Air 7 6 6 - - 3 8 1.44 SR 1
j.KGGAC Faust jK.png 20 High/Air 7 5 18 - - 10 7 2.64 SJR 3
  • Initial prorate 90%
j.SGGAC Faust jS.png 28 High/Air 13 3 20 - - 10 7 2.64 SR 3
j.HGGAC Faust jH.png 55 High/Air 9 8 12 - - 14 6 3.84 SR 4
j.2KGGAC Faust j2K.png 35 All 10 until landing 6L - - 20 6 3.84 SR 5
  • Can cancel startup into FD to stop momentum.
  • 4F landing recovery if FD canceled.
j.DGGAC Faust jD.png 40 High/Air 12 11 21 + 4L - - 10 7 3.84 SR 3
  • Staggers opponent on ground CH (max 39F)
  • Slams down opponent on air hit (untechable for 24F)
  • Dizzy modifier x1.5

Universal Mechanics[edit]

{{AttackVersion|name={{Tt|[[GGACR/Defense#Dead Angle Attack|GGAC Faust 6P.png}}|subtitle=|rowspan=2}}
Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Ground ThrowGGAC Faust throw.png 60 45 pixels - - - - - - 6x2 4.0 R -
  • Blows back opponent and knocks down on hit
  • Forced prorate 50%
Air ThrowGGAC Faust airThrow.png 55 88 pixels - - - - - - 6 4.0 - -
  • Blows back opponent and knocks down on hit
  • Forced prorate 50%
25 All 9 4 20 -10 1~16F All
17~28F Throw
25~32F Above Knees
10 7 2.64 R 3
  • Wallbounces opponent on hit
  • Floats opponent on ground hit (untechable for 28F)
  • Total animation length: 32F

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Rerere no Tsuki200x200px
41236K
30 Mid 20 12 18 -11 - 20 15 1.50/2.40 R 5
  • can cancel into followup (Withdraw) on ground hit from 21~38F
  • Attack is fully extended on 30F
Withdraw200x200px
Rerere > 4
- - - - Total: 56 +6 - - - - F -
  • FRC timing 43~45F
  • Can cancel into followup (This One's on the House!) from 43~50F
  • Can cancel into followup (Holler!) on 50F
  • Listed Frame Adv is on standing hit
Holler!200x200px
Withdraw > 236P
30 Mid 9 4 0 +15 2~28F All 20 6 -/3.60 R 5
  • Floats opponent on hit (untechable for 85F)
  • Can cancel into followup (Can't Hear You!) from 20~75F
  • Recovery on hit is 70F
Can't Hear You!200x200px
Holler! > 236P
- - - - Total: 38 - - - - - - -
  • Can cancel into follow-up (Holler Again!) from 27F onwards
Holler Again!200x200px
Can't Hear You! > 236P
60 F 43 8 18 - - - 6 5.00/24.00 R 5
  • Slams down opponent, fully untechable on hit
Flaming Holler Again!200x200px
Can't Hear You! > 236P
100 High/Air 37 6 18 - - - 6 5.00/24.00 R 5
  • Groundbounces opponent on hit (untechable for 120F)
  • Forced prorate 50%
  • Auto Jump Install
LoveGGAC Faust j236P.png
j.236P
1,40 All 21 till bag lands (14)3 Total 39 + 5L - - 0 7x2 2.00 / 1.20x2 F 2,3
  • 2nd hit knocks down opponent on ground hit
  • Ignores OTG State
  • Untechable on air hit for 30F
  • FRC timing 24~25F
  • 2nd hit can hit Faust as well (damage 30)
Going my Way (normal version)200x200px
j.236H
18x4 All 7 32 22 +8 - 20x4 8x4 1.50 / 2.40x4 R 5
  • Floats opponent on hit (untechable for 21F)
  • Hitstop 7F
  • Max of 4 hits
  • If Faust lands in the middle of Going My Way, he has 8F landing recovery
  • Listed Frame Adv is for TK Going my Way performed as fast as possible (startup 11F)
What Could This Be?GGAC Faust 236P.png
236P
- - 13~ - total: 23 - - - - 1.50 - -
  • Faust is in CH state during move
  • Item is tossed on 13F
Souten Enshin RanbuGGAC Faust 236S.png
236S
40 Mid 9 4(4)4 7 +3(-21) - 10 10 2.50 / 6.00 R 3
  • Faust is airborne from 1F onwards
  • Slides opponent on hit (untechable for 54F, slides for 39F)
  • Can cancel into followups from 28F onwards
  • Attack first hits behind Faust, then in front
  • Front hit of attack has a startup of 17F
  • Getting off the pogo takes 24F
  • Listed Frame Adv is for getting of the Pogo as early as possible
  • The scalpel cannot be hit during Pogo Stance
  • Faust is airborne during Pogo Stance and during all subsequent follow-up attacks
  • Faust will automatically get off the pogo if left idle for 180F
ForwardGGAC Faust PogoMovement.png
on Pogo > 66
40 Mid 4 3 16 -5 - 10 7 1.00/3.60 R 3
  • Wallbounces opponent on CH (untechable for 60F)
BackwardGGAC Faust PogoMovement.png
on Pogo > 44
40 Mid 4 3 16 -5 1~7F Strike 10 7 0.50/3.60 R 3
  • Ground bounces opponent on hit (untechable for 50F)
  • Faust will turn around if needed to face the opponent after attack ends
Small JumpGGAC Faust PogoMovement.png
Pogo > 9
- - - - Total: 18 - - - - 0.25/- - -
Rubber NeckGGACR Faust PogoAttacks2.png
Pogo > P
30 High 4 3 7 +4 - 8 7 1.00/2.40 R 3
  • Hitstop 6F
Growing FlowerGGACR Faust PogoAttacks1.png
Pogo > K
35 High 7 6 23 -15 1~6F Strike 10 7 5.00/- R 3
  • Flower has hurtbox on 13~22F
  • Dizzy modifier x2.0
I'm a Flower. Get it? A Flower?GGACR Faust PogoAttacks1.png
Pogo > S
30 Low 16 2 9 +3 - 8 7 1.00/4.80 R 3
  • Floats and pulls in opponent on hit (untechable for 35F)
  • Removes OTG state from opponent on hit
  • Forced prorate 70%
Going My Way (Pogo version)GGACR Faust PogoAttacks3.png
Pogo > H
16x4 All 9 32 23 + landing 3 -27 - 20x4 6x4 2.00 / 3.60x4 RF 5
  • Floats opponent on hit (untechable for 36F)
  • Hitstop 7F
  • FRC timing 41~46F
  • Max 4 hits
What Could This Be? (Pogo version)GGACR Faust PogoAttacks2.png
Pogo > D
- - 13~ - total 17 - - - - 1.50/- - -
  • Faust is in CH state from 1~16F
  • Item is tossed on 9F
Hack n' Slash200x200px
214H
15x8 F (100 pixels) 5 48 12 - - - 6x8 1.00 / 0.60x8 R 3
  • 8th hit knocks down opponent
  • 1st-7th hits untechable on air hit for 30F
  • Hitstop 0F
  • If the opponent is within range and can be thrown on 1F, Faust starts the attack (total animation: 64F, Faust is in CH state during move), otherwise Faust performs a whiffed grab animation (total animation: 34F)
From the FrontGGAC Faust 214P 2.png
214P
44 All 51 1 30 -17 21~32F Strike
33~44F All
10 7 0.50 / 3.60 RF 3
  • Strike invincible 21~32F
  • Fully invincible 33~44F
  • Wallbounces opponent on hit (untechable for 22F)
  • FRC timing 49~51F
From BehindGGAC Faust 214P 3.png
214K
44 All 51 1 30 -17 21~32F Strike
33~44F All
10 7 0.50 / 3.60 RF 3
  • Wallbounces opponent on hit (untechable for 22F)
  • FRC timing 49~51F
  • can cancel into FB Ushiro kara ikimasuyo from 22~34F
From AboveGGAC Faust 214P 4.png
214S
38 High 47 20 26 + 6L - 21~32F, 47~47F Strike
33~42F All
8 7 0.50 / 3.60 RF 3
  • Knocks down opponent on normal hit
  • Ground bounces opponent on CH (untechable for 82F)
  • FRC timing 21~22F, 14~17F after the bounce off animation
  • Startup of 63F to hit a crouching opponent (tested on Sol)
Chouhatsu (Kao FLASH!)GGAC Faust Taunt.png
Taunt
0 F 49 98 24 - - - 8 -/2.64 R 1
  • Can be canceled into anything other than blocking from 62F onwards
Gettin' to the Good PartGGAC Faust 5D.png
Withdraw > 236D
40 High/Air 15 2 22 -6 1~8F, 38~39F Strike 15 12 ?? R 5
  • Wallsticks opponent on hit
  • Can cancel into followup from 18~35F

Items[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Donut200x200px Heals 30 - 53 [51] 216 - - - - - - - -
  • Nani ga Deru kana? cannot be performed again as long as a Donut is out
Chocolate200x200px - - 53 [51] 216 - - - - - gain 8.00 - -
  • Nani ga Deru kana? cannot be performed again as long as a Chocolate is out
Hammer200x200px 44 All 13 [9] 43 [45] - - - 0 6 -/1.20 - 5
  • Initial prorate 90%
  • Dizzy modifier x2
  • Nani ga Deru kana? cannot be performed again until Hammer hits or disappears
Chibi Faust200x200px 25 All 39 [35] - - - - 0 7 -/1.20 - 3
  • Chibi Faust is fully invincible while falling
  • Chibi Faust can nullify projectiles after landing
  • Nani ga deru kana? cannot be performed until again Chibi Faust hits the opponent or lands on the ground
Chibi Robo-Ky200x200px 25 All 39 [35] - - - - 0 7 -/1.20 - 3
  • Chibi Robo-Ky is fully invincible while falling
  • Chibi Robo-Ky can nullify projectiles and knock down opponents after landing
  • Nani ga deru kana? cannot be performed until again Chibi Robo-Ky hits the opponent or lands on the ground
  • Ignores OTG
Chibi Potemkin200x200px 25x3 All 13 [9] - - - - 0 7x3 -/1.20x3 - 5
  • Chibi Potemkin is fully invincible while falling
  • After touching the opponent, or after nullifying a projectile, Chibi Potemkin is fully invincible for 1-42F, Starts moving forwards again on 43F
  • Chibi-Potemkin can hit up to 3 times
  • Nani ga deru kana? cannot be performed until again Chibi Potemkin hits the opponent or lands on the ground
  • Slams down opponent on hit
  • Blockstun 20F
Time Bomb200x200px 80 All 134 [132] 12 - - - 0 6 - - 5
  • Knocks down opponent on hit
  • Chip damage x2
  • Bomb explosion can hit Faust too
  • Nani ga deru kana? becomes usable again 2F before the bomb explodes
Meteors200x200px 36x6 All 196 [192] - - - - 20x6 10x6 -/1.20x6 - 5
  • Dizzy modifier x0.5
  • Goes through other projectiles
  • Nani ga deru kana? cannot be used again until Meteors disappear
Poison Vial200x200px 10 All 89 [86] 50 - - - 0 7 -/1.20 - 2
  • Hitstop 6F
  • Poisons opponent on hit (Poison lasts for 375F)
  • Nani ga deru kana? can be used again until 10F after the poison appears
Coin200x200px 10 All 13 [9] 169 [171] - - - 0 12 -/1.20 - 3
  • Hitstop 7F
  • Nani ga deru kana? cannot be used again until coin disappears
  • Coin disappears 42F after being on the ground, or 26F after hit or block
  • On hit, the next Mou icchu Oissu becomes a Flaming Oissu instead
Wash Pan200x200px 44 All See notes Until Landing - - - 0 6 -/1.20 - 5
  • Initial prorate 85%
  • Slams down opponent on air hit
  • Dizzy modifier x1.5
  • Nani ga deru kana? cannot be performed again until Wash Pan disappears
  • Startup of 78F[77F] to hit a standing opponent (tested on Sol)
Chikuwa200x200px Heals 15 - 53 [51] 216 - - - - - -/1.20 - -
  • Raises Tension Balance to max ???
  • Nani ga Deru kana? cannot be performed again as long as a Chikuwa is out
Dumbbell200x200px 50 All 13 40 - - - ?? ?? ?? - 5
  • Blows back opponent on hit (Untechable time 50F)
  • Blockstun 25F
  • Stun modifier 2.0x
Data listed in [ ] is for the Pogo version of Nani ga deru kana?
Item Percentage Frequency (out of 136)
Time Bomb 14.71% 20
Hammer 11.76% 16
Chibi Faust 11.76% 16
Poison Vial 11.76% 16
Chocolate 10.29% 14
Doughnut 10.29% 14
Meteor 5.88% 8
Chibi Robo-Ky 5.88% 8
Dumbbell 5.88% 8
Washpan 5.88% 8
Coin 2.94% 4
Chikuwa 2.21% 3
Chibi Potemkin 0.74% 1

Force Breaks[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
BAM! Outta NowhereGGAC Faust 214D.png
214D
60 High/Air 19 6 12 +1 - 20 6 - R 5
  • Faust is airborne from 1F onwards
  • Hurtbox shrinks to chest and head for 1~8F
  • Hits crouching on 21F
  • Ground bounces opponent on hit (untechable for 40F)
  • Initial prorate 50%
  • Faust is in CH state during move
  • Faust remains in the air for 4F after the move
FB Rerere no ChoutsukiGGAC Faust j236D.png
j.236D
40 All 14 until landing 1 -10 - 14 10 - R 4
  • Initial prorate 80%
  • Faust lands in the Pogo stance after performing this move
  • Listed Frame Adv is for a blocked TK Choutsuki performed as fast as possible
  • Removes OTG state from opponent on hit
FB From BehindGGAC Faust 214P 3.png
214K->D
60 All 9 1 30 -17 1~8F Strike ?? ?? - RF 3
  • Wallbounces opponent on hit (untechable for 32F, on CH for 120F)
  • FRC timing 6~8F
This One's on the HouseGGAC Faust Shichousha.png
Gettin' to the Good Part > 236D
80 All 1+0 2 total 1 -9 1~End Strike 0 6 - - 5
  • Knocks down opponent on hit
  • Chip damage x2
  • Can hit Faust as well
  • Listed Frame Adv is for when Faust blocks the explosion

Overdrives[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
W-W-What Could This Be?GGAC Faust 236P.png
236236P
- - 1+6 - Total 51 - 1~6F Strike - - - - -
  • Faust is in CH state during move
  • Items are tossed on 7F, 17F, 27F and 37F
Shigekiteki Zetsumei KenGGAC Faust 236236H.png
GGAC Faust 236236H2.png

236236S
30+alpha Low 11+1 80 66 -46 1~15F All
16~17F Strike
15 6x2 - RF 5
  • Knocks down opponent after hit
  • Dizzy modifier x0
  • FRC timing lasts 39F during Faust's pose after hit or block
  • After hitting the opponent with the 1st attack, press P/K/S/H to set which chest the angel goes.
  • Opponent presses a button to choose a chest with P/K/S/H. If opponent picks a chest before Faust picks a chest, then angel is automatically chosen.
  • The alpha in the damage column is either 100,150,190 to opponent or 10 to self, depending on chest chosen

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
This Week's YamabanGGAC Faust IK.png
GGAC Faust IK2.png

During IK Mode: 236236H
Fatal All 5+12 4 20 -5 - 20 - - - -
  • IK Mode activation: 82F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P - - c.S, f.S, 2S 2H, 6H 5D, 2D Jump, Sp
2P - - 2S 2H 5D, 2D Sp
6P - - - - - Sp
5K - - c.S, f.S 5H, 2H 5D, 2D Jump, Sp
2K - - - 5H 5D, 2D Jump (1st hit), Sp
c.S 5P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - 2K - 5H 5D Sp
2S - 5K - 5H, 2H 5D, 2D Jump, Sp
5H - - - - 5D, 2D Sp
2H 5P, 2P, 6P - - - 5D Sp
6H - - - - - Sp
5D - - - - - homing jump
2D - 5K 2S - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P - j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Jump, Sp
j.2K - - - - - Sp
j.S j.P j.K - j.H - Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/Faust/Data.