GGACR/Faust/Frame Data

From Dustloop Wiki
< GGACR‎ | Faust
Jump to: navigation, search
  Overview   Combos   Strategy/Counter Strategy   Okizeme   Full Frame Data   Forums    

System Data[edit]

Defense Modifier: x 1.00
Guts Rating: 0
Stun Resistance: 65
Prejump: 4
Backdash Time: 13
Backdash Invincibility: 1-7
Wakeup (Face Up/Down): 53 / 54

Normals[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
5P 10 2.64 6 7 2 Mid SJR 5 4 6 +2
5K 26 2.64 10 7 3 Mid SJR 7 8 11 -5
  • Floats opponent on CH (Untechable for 40F)
c.S 30 2.64 10 7 3 Mid SJR 8 6 6 +2
f.S 42 2.64 10 7 3 Mid SR 7 6 28 -20
  • Attack is fully extended on 10F
5H 24x3 3.84x3 14x3 6x3 4 Mid SR 9 2,2,2 17 -2
  • 1st, 2nd hits have hitstop 7F
6P 32 2.64 10 7 3 Mid SR 8 3 26 -15
  • Above knees invincible 1~7F
  • Floats opponent on hit (untechable for 20F)
6H 80 3.84 21 7 5 High SR 25 9 45 -35
  • Above feet invincible 43~57F
  • Low profile 58~60F
5D 25 2.64 8 20 3 High R 28 2 15 -3
  • Strike invincible 1~13F, 42~44F
  • Faust is in CH state during move
2P 12 1.44 3 8 1 Low SR 7 2 7 +1
  • Initial prorate 70%
2K 12x3 2.64x3 6,6,5 7 2 Mid, LFx2 SJR 7 3,3,6 5 +1
  • Low profile 13~21F
  • Initial prorate 80%
2S 28 2.64 10 7 3 Mid SJR 9 9 12 -7
  • Low profile 1~3F
  • Staggers opponent on ground CH (max 39F)
  • Pulls in opponent on air hit
2H 42 3.84 20 6 5 Mid SR 14 2 21 -4
2D 38 2.64 8 7 3 Low SJR 13 3 23 -12
  • Forced prorate 90%
j.P 13 1.44 3 8 1 High, Air SR 7 6 6 -
j.K 20 2.64 10 7 3 High, Air SJR 7 5 18 -
  • Initial prorate 90%
j.S 28 2.64 10 7 3 High, Air SR 13 3 20 -
j.H 55 3.84 14 6 4 High, Air SR 9 8 12 -
j.2K 35 3.84 20 6 5 All SR 10 until landing 6L -
  • Can cancel startup into FD to stop momentum.
  • 4F landing recovery if FD canceled.
j.D 40 3.84 10 7 3 High, Air SR 12 11 21 + 4L -
  • Staggers opponent on ground CH (max 39F)
  • Slams down opponent on air hit (untechable for 24F)
  • Dizzy modifier x1.5

Universal Mechanics[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Ground Throw 60 4.0 - 6x2 - 45 pixels R - - - -
  • Blows back opponent and knocks down on hit
  • Forced prorate 50%
Air Throw 55 4.0 - 6 - 88 pixels - - - - -
  • Blows back opponent and knocks down on hit
  • Forced prorate 50%
DAA 25 2.64 10 7 3 All R 9 4 20 -10
  • Fully invincible 1~16F
  • Throw invincible 17~28F
  • Above knees invincible 25~32F
  • Wallbounces opponent on hit
  • Floats opponent on ground hit (untechable for 28F)
  • Total animation length: 32F

Specials[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Rerere no Tsuki
41236K
30 1.50/2.40 20 15 5 Mid R 20 12 18 -11
  • can cancel into followup (Withdraw) on ground hit from 21~38F
  • Attack is fully extended on 30F
Withdraw
Rerere > 4
- - - - - - F - - Total: 56 +6
  • 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!
Withdraw > 236P
30 -/3.60 20 6 5 Mid R 9 4 0 +15
  • 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!
Holler! > 236P
- - - - - - - - - Total: 38 -
  • Fully invincible 2~38F
  • Can cancel into follow-up (Holler Again!) from 27F onwards
Holler Again!
Can't Hear You! > 236P
60 5.00/24.00 - 6 5 F R 43 8 18 -
  • Slams down opponent, fully untechable on hit
Flaming Holler Again!
Can't Hear You! > 236P
100 5.00/24.00 - 6 5 F R 37 6 18 -
  • Groundbounces opponent on hit (untechable for 120F)
  • Forced prorate 50%
  • Auto Jump Install
Love
j.236P
1,40 2.00 / 1.20x2 0 7x2 2,3 All F 21 till bag lands (14)3 Total 39 + 5L -
  • 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)
j.236H
18x4 1.50 / 2.40x4 20x4 8x4 5 All R 7 32 22 +8
  • 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?
236P
- 1.50 - - - - - 13~ - total: 23 -
  • Faust is in CH state during move
  • Item is tossed on 13F
Souten Enshin Ranbu
236S
40 2.50 / 6.00 10 10 3 Mid R 9 4(4)4 7 -21
  • 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
Forward
on Pogo > 66
40 1.00/3.60 10 7 3 Mid R 4 3 16 -5
  • Wallbounces opponent on CH (untechable for 60F)
Backward
on Pogo > 44
40 0.50/3.60 10 7 3 Mid R 4 3 16 -5
  • Strike invincible 1~7F
  • Ground bounces opponent on hit (untechable for 50F)
  • Faust will turn around if needed to face the opponent after attack ends
Small Jump
Pogo > 9
- 0.25/- - - - - - - - Total: 18 -
Rubber Neck
Pogo > P
30 1.00/2.40 8 7 3 High R 4 3 7 +4
  • Hitstop 6F
Growing Flower
Pogo > K
35 5.00/- 10 7 3 High R 7 6 23 -15
  • Strike invincible 1~6F
  • Flower has hurtbox on 13~22F
  • Dizzy modifier x2.0
I'm a Flower. Get it? A Flower?
Pogo > S
30 1.00/4.80 8 7 3 Low R 16 2 9 +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)
Pogo > H
16x4 2.00 / 3.60x4 20x4 6x4 5 All RF 9 32 23 + landing 3 -27
  • Floats opponent on hit (untechable for 36F)
  • Hitstop 7F
  • FRC timing 41~46F
  • Max 4 hits
What Could This Be? (Pogo version)
Pogo > D
- 1.50/- - - - - - 13~ - total 17 -
  • Faust is in CH state from 1~16F
  • Item is tossed on 9F
Hack n' Slash
214H
15x8 1.00 / 0.60x8 - 6x8 3 F (100 pixels) R 5 48 12 -
  • 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 Front
214P
44 0.50 / 3.60 10 7 3 All RF 51 1 30 -17
  • Strike invincible 21~32F
  • Fully invincible 33~44F
  • Wallbounces opponent on hit (untechable for 22F)
  • FRC timing 49~51F
From Behind
214K
44 0.50 / 3.60 10 7 3 All RF 51 1 30 -17
  • Strike invincible 21~32F
  • Fully invincible 33~44F
  • Wallbounces opponent on hit (untechable for 22F)
  • FRC timing 49~51F
  • can cancel into FB Ushiro kara ikimasuyo from 22~34F
From Above
214S
38 0.50 / 3.60 8 7 3 High RF 47 20 26 + 6L -
  • Strike invincible 21~32F
  • Fully invincible 33~42F
  • Strike invincible on 47F
  • 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!)
Taunt
0 -/2.64 - 8 1 F R 49 98 24 -
  • Can be canceled into anything other than blocking from 62F onwards
Gettin' to the Good Part
Withdraw > 236D
40 ?? 15 12 5 High, Air R 15 2 22 -6
  • Strike invincible 1~8F, 38~39Fx
  • Wallsticks opponent on hit
  • Can cancel into followup from 18~35F

Items[edit]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
Donut Heals 30 - - - - - - 53 [51] 216 - -
  • Nani ga Deru kana? cannot be performed again as long as a Donut is out
Chocolate - gain 8.00 - - - - - 53 [51] 216 - -
  • Nani ga Deru kana? cannot be performed again as long as a Chocolate is out
Hammer 44 -/1.20 0 6 5 All - 13 [9] 43 [45] - -
  • Initial prorate 90%
  • Dizzy modifier x2
  • Nani ga Deru kana? cannot be performed again until Hammer hits or disappears
Chibi Faust 25 -/1.20 0 7 3 All - 39 [35] - - -
  • 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-Ky 25 -/1.20 0 7 3 All - 39 [35] - - -
  • 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 Potemkin 25x3 -/1.20x3 0 7x3 5 All - 13 [9] - - -
  • 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 Bomb 80 - 0 6 5 All - 134 [132] 12 - -
  • 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
Meteors 36x6 -/1.20x6 20x6 10x6 5 All - 196 [192] - - -
  • Dizzy modifier x0.5
  • Goes through other projectiles
  • Nani ga deru kana? cannot be used again until Meteors disappear
Poison Vial 10 -/1.20 0 7 2 All - 89 [86] 50 - -
  • Hitstop 6F
  • Poisons opponent on hit (Poison lasts for 375F)
  • Nani ga deru kana? can be used again until 10F after the poison appears
Coin 10 -/1.20 0 12 3 All - 13 [9] 169 [171] - -
  • 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 Pan 44 -/1.20 0 6 5 All - See notes Until Landing - -
  • 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)
Chikuwa Heals 15 -/1.20 - - - - - 53 [51] 216 - -
  • Raises Tension Balance to max ???
  • Nani ga Deru kana? cannot be performed again as long as a Chikuwa is out
Dumbbell 50 ?? ?? ?? 5 All - 13 40 - -
  • 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]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
BAM! Outta Nowhere
214D
60 - 20 6 5 High, Air R 19 6 12 +1
  • 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 Choutsuki
j.236D
40 - 14 10 4 All R 14 until landing 1 -10
  • 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 Behind
214K->D
60 - ?? ?? 3 All RF 9 1 30 -17
  • Strike invinicible 1~8F
  • Wallbounces opponent on hit (untechable for 32F, on CH for 120F)
  • FRC timing 6~8F
This One's on the House
Gettin' to the Good Part > 236D
80 - 0 6 5 All - 1+0 2 total 1 -9
  • Strike invincible during move
  • 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]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
W-W-What Could This Be?
236236P
- - - - - - - 1+6 - Total 51 -
  • Strike invincible 1~6F
  • Faust is in CH state during move
  • Items are tossed on 7F, 17F, 27F and 37F
Shigekiteki Zetsumei Ken
236236H
30+alpha - 15 6x2 5 Low RF 11+1 80 66 -46
  • Fully invincible 1~15F
  • Strike invincible 16~17F
  • 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]

Version Damage 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. 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. 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. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. 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 betwen 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.
This Week's Yamaban
During IK Mode: 236236H
Fatal - 20 - - All - 5+12 4 20 -5
  • 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 - - - 2H 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. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX Accent Core Plus Re
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc