With good range, pressure, and his signature Random Item Toss, Faust is Guilty Gear's "Spicy Zoner" who will play keepaway one moment, then mix you up with instant overheads the next.
Faust is a unique character that uses his large normals like f.S and 2H combined with specials like Love and Scalpel Thrust to create safe distance to use his Item Toss and continue pressure or go back to neutral depending on what comes out. He can use his c.S and 2K pressure to enforce strike/throw mixup with his Command Grab, which gives the opponent an Afro that unlocks his terrifying Fuzzy Overhead setups. His j.2K and Scarecrow, when combined with Roman Cancels, allow him to counterpoke and punish many things other characters can't, and utilize Mix Mix Mix with RCs to reset pressure.
This gives him a lot of gimmicks to keep the opponent on their toes in a match, but if the opponent ever gets in on him, he's cursed with slow Abare options and only 1 very slow invincible reversal in his Bone-crushing Excitement Overdrive. In addition, some of Faust's items can be used against him. Sometimes it can be a minor inconvenience like your opponent eating one of your Donuts, a big issue like one of your Bombs being launched behind you, forcing you to block, or something catastrophic like having your Horn picked up and immediately losing neutral. In addition to all of this, his damage is rather low without meter or items. Even then, it's average at best when combined with items.
Faust is recommended for players who want strong mixup & okizeme, and are willing to gamble in order to secure it.
|Lore:||An underground doctor, his past and identity are shrouded in mystery.
One moment, he'll blurt out something seemingly random, only to offer a philosophical argument for the future of humanity the next. He once suffered a mental breakdown due to a traumatic experience. Even now, he becomes unstable when something reminds him of that time.At heart, however, he's a caring and kind person with common sense.
|Faust, classified as a Unique type, is a bizarre underground doctor who misleads the opponent with tricky moves.|
Faust's fastest normal. Decent hitbox with low whiff recovery. Great for challenging small gaps.
Gatling's into 6P for a confirm into Item Toss, however, that's only at close range.
In situations where you don't have time to confirm, or spacing is not favourable, gatling into 2P at max distance to create a neutral situation for yourself.
5P being 6f startup means it can't challenge tight throw attempts, so you might prefer looking at jumping vs. throw attempts instead.
Gatling Options: 5P, 2P, 6P, 6H
Strong anti-air option and counterpoke with low whiff recovery.
Its high hitbox means it's very vulnerable to being low profiled by an opponent's attacks (or even their sprinting animations).
Faust's hurtbox is incredibly tall during this move, so he's open to attacks from above as well, however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.
Because of its speed, reach, and the fact that's it's jump cancellable, it offers up some spicy jump cancel 66BRC punishes where Faust's options might be lacking. In combos it can be used to bounce an airborne opponent off of the wall, often to connect a 6H.
Gatling Options: 6P, 6H, 5D, 2D
Probably Faust's highest reward and go-to pressure starter to check throw escape attempts.
Plus on air block, leads to some of Faust's highest damage conversions mid-screen and corner.
Minus on normal block, but gatling options such as f.S, 2S and 5H allow you to trap attempts to challenge Faust afterwards.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Faust's longest reaching poke. Usually gatlings into 2H if you're in range to do so - however, 2H will whiff at max distance. If you're in that max range zone, you'll want to let the f.S recover raw or cancel into Item Toss/Scarecrow, depending on the matchup.
Off stray anti-airs at a distance, sometimes f.S > Item Toss as a juggle is all you can get.
Gatling Options: 5H, 2H
A peculiar move that has high payoff on counterhit. In the corner, this leads to a very high ground bounce, moreso if it lands raw.
An incredibly strong counterpoke in and around 2P range, with a disjointed hitbox towards the tip. Strong on CH and auto-confirms into an H followup with the 5H,H input. In combos, routing into 5H can net a tricky conversion into Scalpel, making small counter-hits turn into homerun wallbreaks easily.
Uncharged, it makes for a very hard-to-block overhead. Excellent when chained from 2K or done in place of 2K. You'll want to keep your meter to convert off the uncharged version in pressure.
Letting the a fully charged one rip, however, can lead to big reward.
Fully charged can reflect projectiles, even multi-hitters from Ky, Leo, and I-No. Relfects Anji's butterfly, May's beach ball gets blocked but not sent back.
Dominant anti-air option with lots of upper body invuln from frame 1 onwards. Grants a safe item toss on hit, and offers combo potential on counterhit.
On airblock, pops up and leads to airblocked Mix Mix Mix (Which is plus.)
Not very good at covering behind Faust, and may struggle to anti-air deep airdashes that pass over your head.
Overhead, great counterhit button. Deceptively good prediction whiff punish. Huge aerial hitbox.
Confirms into Scalpel on counterhit. You'll want to wait when you 6H so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option.
Doesn't combo into anything at a distance on normal ground hit. When using combos that don't push you far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into 214S to ensure you don't run out of time.
Super risky if you don't get the counterhit or the air hit. Maybe keep RC on deck for this.
1 or 3
Instantly shrinks Faust's hurtbox. The ability to crawl forward allows you to shrink down under certain attacks:
- Ky Stun Edges
- Giovanna Flip Kick
- Certain high-hitbox normals like Sol f.S
- Jump-ins that don't hit deep (Generally speaking, airdash normals)
- Ram 236S and 236H
Low poke that leaves Faust even on hit. Very long for it's speed and recovery. You'll use this to end strings from 5P to restablish yourself when pressured, if you can't confirm 5P>6P. You might also use this as a hedge to challenge the ground while leaving yourself available to challenge opponents that might jump.
Gatling Options: 6P, 6H
3 hits total. Faust's go to low option. Great for catching jump escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into 2D for a knockdown as a confirm.
Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so.
Gatling Options: 6P, 6H, 5D, 2D
High reward anti-air. Kind of slow, potentially not that disjoint and liable to trade.
Useful for pickup on airborne opponents to combo into Mix Mix Mix.
Gatling Options: 5H, 2H
A far-reaching unreactable low that challenges forward movement.
If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.
If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.
2K > 2D > Item Toss is a go-to string when confirming from 2K. You can frame trap from 2K using this move.
Air option that is very quick to recover. Stray hits will send the opponent away.
Since j.P is so quick, you can cover yourself as you rise and follow up with a more dominant jumping normal as you fall.
j.P > j.P > 66RC is a pretty nice air confirm should you be close to the corner.
Gatling Options: j.P
Can hit a standing opponent while rising (Important for f-shiki). Opponents with an Afro can be hit by j.K while crouching (does not work on Faust or Giovanna) due to the extended hurtbox, making j.K > j.D an easy unreactable overhead string for setting Afros on fire or starting a combo.
Combos into j.D, j.236p and MixMixMix on air hit.
Gatling Options: j.2K, j.D
A very deep and low-hitting jump-in. Slower to get out than your j.2K and jD. Chains into j.H, and sets up a fairly favourable situation when you do so.
Gatling Options: j.H
Long dominant aerial poke. Rising j.H is great for meeting opponents hanging out at the top of the screen. Doing a falling j.H takes a little longer, but the large amount of active frames make it especially hard to contest should you get it out.
- Ignites the Afro
A deep-hitting jump-in attack that becomes extremely potent against Afro'd opponents.
Should it connect when Afro is applied, the opponent is launched into the air for a full combo. Making them block j.D with an afro on is also strong, as they must deal with the threat of a delayed explosion while Faust continues pressure.
Faust's hurtbox extends into the explosion.
Incredibly dominant poke that is quite likely to win an exchange, however, it's recovery and low hitstun make it risky to use without RC. With RC, however, it leads to all sort of conversions and pressure opportunities, on hit or block.
When you don't have meter, depending on the spacing, it may or may not be safe. Cancelling it into Love! and sometimes threatening with a cancel into Mix Mix Mix! will keep it hard to challenge in certain matchups.
Leaves the opponent in front of Faust in an OTG-able state. Not a bad idea to take the free hit into item toss. Paired with 236S & PRCC lets you ground throw from anywhere almost instantly.
Long animation can be used to kill time and deal with certain situations, such as an opponent picking up Horn or an on-screen bomb. Will drain a considerable amount of Nagoriyuki's blood rage meter.
Faust hucks the opponent downwards.
Faust attacks with a menacing red trail behind his scalpel. If Faust lands a hit while the opponent is grounded and inputs 4 (or 6) he reels the opponent in, launching them towards him for a followup golf swing. Pressing H right before the opponent hits the ground sends the opponent flying away from Faust. There are three possible outcomes from this followup attack:
- Hitting Midair: The opponent is knocked away for a hard knockdown. If the opponent is close to the wall, they will hit the ground before impacting it. A low risk option with great reward if you are not confident in your golfing skills.
- Just Frame Home Run! Kakiiing (Sweetspot): The UI will indicate a successful hit, and the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall if in range.
- Whiffing the Big Swing (Sourspot): The opponent falls out of the launcher for a soft knockdown. The golf club may hit the opponent as they fall out of the launcher.
Thrust shines when used as a preemptive punish at range versus movement. Off air-hit 6H or counter-hit 6H, this will be your main meterless conversion tool, but you'll want to eyeball the timing for the different kinds of 6H hits. Also useful as a frame trap option for various strings.
Most 6Ps can go under this attack on reaction in neutral. Use with caution.
What Could This Be?
Faust reaches into his scrubs and grabs an item at random to throw. Generally, items are thrown in an upward arc toward the opponent with some exceptions. Items have the potential to cause huge shifts in momentum for and against Faust. You will not want to use item throw in neutral unless your opponent is respecting your pressure.
Mix Mix Mix
236S (air OK)
- Knockdown/Ground bounce on Hit
Faust rises forward into the air while mixing his scalpel, dealing four rapid hits around him. Holding any direction during the move will influence its trajectory toward that direction. Faust then enters a helpless freefall state until he lands. The air version functions identically.
Holding any downwards direction going into the 3rd hit, then switching to 1 going into the 4th hit (Or during 4th hit's hitstop), will cause a larger ground bounce than normal, allowing for follow-ups like 5K and c.S.
Useful as a frame trap tool against opponents with fast options. Also useful as an opportunistic movement option when escaping the corner.
Snip Snip Snip
- Knockdown on Hit
- Marginally longer range than Ground Throw
Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an Afro. The opponent is also knocked down, granting Faust time to continue his offense.
During the animation, other items will continue to fall to the ground and can be picked up by players, activating their effects. Damaging items won't do anything, previously applied 'fros will be refreshed, and healing items will still give health back.
- Explosion affects both players
- Explosion triggers Small Faust
Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion can hurt Faust if he is too close to the opponent regardless of if they blocked the attack or not.
Significant frame advantage on block. Can act as a sudden challenge vs. grounded anti-airs when mid-jump, committal movement options, or wary opponents during pressure (with cover from other items).
Can be challenged if someone jumps up to meet you, or runs all the way underneath you before Love! falls.
214P/K/S (hold OK)
- Values in brackets () represent full charge
A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent.
- 214P: Faust occupies the front scarecrow before attacking. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow appears in front of them and does not take the corner.
- 214K: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow pushes them out of the corner and appears behind them.
- 214S: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Once he lands, he contorts his body to roll away from the opponent in a recovery animation.
All versions can be charged. The charged versions are safer/more advantageous on block and hit. 214[S] (Overhead) is still unsafe, while [P] and [K] versions are plus on block. On hit, the charged [P] and [K] versions will cause a wallbounce close to the corner. Note that for P and K versions, the opponent will always turn to face the correct scarecrow as soon as you move, so be sure to have meter or items ready to cover your back.
All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, S Scarecrow can be used to avoid getting hit by certain long range attacks or overdrives, as Faust will be off the screen for a while before re-entering, and against advancing attacks/overdrives will often land behind the opponent.
- Explosion triggers Small Faust
- Ignites the Afro
Classic Faust item with a new twist. The bomb will explode after a set period of time. Both players can use attacks to knock the bomb up and away while the fuse is lit. Striking the bomb allows you to gatling from or special cancel your attack if it can normally do so.
You can hit it at varying angles depending on which move you use, for example; 2S will send it extremely high up and often times will catch jump ins from the other side of the screen. Keep in mind though that your opponent can also hit the bomb back, so time your attacks right using moves with minimal recovery frames, like 2P or 5P to catch them off guard. Try to place the bomb well-above the opponent's head or behind them so it can't be contested before it explodes.
Additionally, the explosion pollutes the screen with visual noise. This can be used as cover for approaching the opponent, or to cover his other items/summons.
Another food item with additional properties. Like the Donut, eating it grants a small amount of health. After it's consumed, the peel is flung backwards roughly one character length, where it has a persistent hitbox.
Faust throws a donut. It remains on the ground until consumed by either player. Grants health on pickup. After a duration, it will rapidly blink before disappearing.
Falls slowly. Grants whoever touches it a glorious afro.
Afro extends the wearer's hurtbox upwards. Characters with afros are more susceptible to instant overhead setups. Faust, luckily, is quite low during his crouch animation, so he's less affected.
- Moves with fire properties, such as, j.D, Love, Bomb, or Meteor ignite the afro on block, causing it to explode after a short while. The explosion launches the opponent upwards for a combo.
- Moves with the above fire properties immediately explode the afro on hit without delay.
A character wearing an afro loses upper body invincibility on their 6P. Afro does not extend their hurtbox upwards when landing during blockstun. This makes fuzzying off airblocked normals impossible.
Throws a hammer at the opponent. The hammer itself is a high level attack. The hammer will bounce on whiff, however, giving you a lot of potential for covering your mixup/throw attempts.
Hammer can also be batted with 5D, momentum depends on angle it was hit.
- Knocks the opponent down.
Small Faust simply walks around back and forth. If it's hit by Bomb, Love, or the army from an enemy's Horn pickup, Small Faust will trigger.
Upon triggering, the tiny boi gets super pissed and throws himself at the opponent, dealing multiple, rapid-fire attacks.
Small Faust acts as great cover for more items, Scarecrow mix [potentially], and covering throw/strike mix.
- Guard Crush on Block (Screen Shake)
- Launch on Hit
A heavy weight that shakes the entire screen when it lands, affecting both players. On air hit, it deals damage with minimal knockback. Then, the screen shake hits any player on the ground for a debilitating Guard Crush or Launch if they are caught.
Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.
Faust has many options to both contest the air if the opponent jumps, or continue pressure if they commit to blocking. Combine these together with the threat of the screen shake for potent okizeme and approaches from fullscreen.
- Summoned Small Fausts trigger Small Faust
Throws a horn. Whoever picks it up summons a crowd of small fausts that move laterally across the screen in a wave. Will ruin combos, whole situations and rounds, so make sure to jockey for it. You can use scarecrow to immediately reposition to try to pick it up in some cases.
If you pick it up, the opponent will either be forced to block allowing for a mixup, or try to jump into the air where Faust can easily swat them down.
- Guard Crush on Block
- Ignites the Afro
Faust throws a molten rock up high off screen. After a comically long wait, it and several more meteors come hurtling back down at a slight angle toward the opponent. The blast zone tracks with the opponent from where Faust first spawns the meteor.
Every meteor of this move causes Guard Crush state, leaving players incredibly vulnerable to crossups if they block it (As every new hit needs to be blocked correctly), and quite vulnerable to throw mixups on recovery. Will give you an excellent chance to confirm into damage, or to pull more items (Even Item Super).
- Does not interact with the wall
Faust's only invincible reversal. He spots a four leaf clover near the opponent and dives towards it. If they are caught in the dive, he knocks them down. After a graphic animation, Faust reappears in front of them.
The attack is quite slow, so it's liable to be blocked against fast-recovery meaty options.
In some cases, doing a quick confirm into super is a great way to avoid having your combo burst.
The meter-cost is first consumed upon the super-flash occuring. So it is possible to PRC before that for only the cost of PRC'ing and get just the invincible startup for only 50 meter.
If this move connects close to the corner, it will pull them out after the animation. Some items that activate before the super, will only continue once the super animation has finished, leading to some kind of combo potential. Horn is a good example of this. It leads to pickup after.
W-W-What Could This Be?
Faust reaches inside his scrubs to grab several items.
- Because there's no item lockout, the resulting situation if you keep pulling items can get very silly.
W-W-W-W-W-W-W-W-W-What Could This Be?
- Spend all your bar. Get 10 Items.
- Might not be memes because meter gain is ridiculous.
|Overview||Needs: Overview paragraph, playstyle description, item toss unique mechanic explanation, more detailed move descriptions.||6/20|
|Combos||Needs combo theory writeup and video examples, plus some reformatting.||4/10|
|Strategy||Highly detailed in some areas, lacking a bit in others, otherwise close to being complete.||15/20|
|Frame Data||Missing active frames on some moves, recovery on most, invuln, attack level, RISC gain, and on hit data for some attacks.||20/50|
|To edit frame data, edit values in GGST/Faust/Data.|
Click [★] for character's full frame data