GGST/Faust: Difference between revisions

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(→‎Overview: Wrote an overview paragraph because this page is barren, it's extremely rough, but it gets the job done.)
(→‎Items: Changing 'Items' from a special move to its own section, to sort better in the ToC)
 
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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGST/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
| overview = With good range, pressure, and his signature [[{{PAGENAME}}#What Could This Be?|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.
{{card|width=4
|header=Overview
|content= With a unique blend of dominant mid-range zoning, a terrifying command grab, and his signature RNG-powered items, Faust is a hybrid zoner who thrives creating chaos on the battlefield.


Faust is a unique character that uses his large normals like {{clr|3|f.S}} and {{clr|4|2H}} combined with specials like [[{{PAGENAME}}#Love|Love]] and [[{{PAGENAME}}#Thrust|Scalpel Thrust]] to create safe distance to use his [[{{PAGENAME}}#What Could This Be?|Item Toss]] and continue pressure or go back to neutral depending on what comes out. He can use his {{clr|3|c.S}} and {{clr|6|2K}} pressure to enforce strike/throw mixup with his [[{{PAGENAME}}#Snip Snip Snip|Command Grab]], which gives the opponent an [[{{PAGENAME}}#Afro|Afro]] that unlocks his terrifying [[Fuzzy Overhead|Fuzzy Overhead]] setups. His {{clr|6|j.2K}} and [[{{PAGENAME}}#Scarecrow|Scarecrow]], when combined with Roman Cancels, allow him to counterpoke and punish many things other characters can't, and utilize [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]] with RCs to reset pressure.  
Faust's far reaching scalpel makes him excellent at controlling space in neutral, while his outstanding light attacks provide one of the best suites of anti-airs in the game. Once he lands a hit, Faust can build advantage with {{FLMMC|236P}}, which throws a random item, including; a bomb that can ping-ponged by both players, a little chibi demon doll thingy, unstoppable meteors of doom, and a donut. Sometimes Items can cover for ''more'' item throws, leading to very chaotic game states with lots of room for improvisation for both Faust and the opponent. Many Items can damage Faust himself, and do not go away even when Faust is hit, meaning they must be dealt with by both players.


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|Abare]] options and only 1 very slow invincible reversal in his [[{{PAGENAME}}#Bone-crushing Excitement|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 [[{{PAGENAME}}#Donut|Donuts]], a big issue like one of your [[{{PAGENAME}}#Bomb|Bombs]] being launched behind you, forcing you to block, or something catastrophic like having your [[{{PAGENAME}}#Horn|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.  
When Faust chooses to get close he has excellent strike throw, bolstered by his outstanding command grab, {{FLMMC|236H}}, which gives the opponent a huge Afro! The {{FLMMC|236P Afro}} can be then set on fire, and its huge size makes the opponent taller enabling very powerful sequences filled with instant overheads and high low mixups. The delayed explosion from the Flaming Afro enables a terrifying 4-way mixup that is incredibly difficult to defend against and leaves Faust in a great situation even if blocked.


Faust is recommended for players who want strong mixup & okizeme, and are willing to gamble in order to secure it.
Many Items also give scary mixup opportunities if thrown on a {{keyword|hard knockdown}}, including unreactable left/rights, {{keyword|F-Shiki}} setups, and some of the hardest to contest strike/throw in the game. Though sometimes you'll throw them a trumpet and get trampled by your own minions and be very sad.


With meter, Faust gains access to {{MMC|input=214P|label=[[#Scarecrow|Scarecrow]]}} PRC, a very fast fullscreen teleport that can come from any direction, which can then be combined with either items or command grab to jumpscare your opponent from anywhere on the screen. Metered Item-based mixups are limited only to the player's imagination, and {{MMC|input=236236P|label=[[#W-W-What Could this Be?|Item Super]]}} allows him to immediately fill the screen with Items.
While on defense, Faust also has unusual options; his {{MMC|input=632146H|label=[[#Bone-Crushing Exitement|Reversal]]}} is slow to use on its own, but can be Roman Cancelled to use the invulnerability without having to wait for the attack to come out. He has large hurtboxes both on the ground and in the air, and is the tallest character in the game - except when he decides to [[#Crawl|Crawl]] and be the shortest (and widest) character in the game, letting him low profile under many attacks that other characters cannot.
Faust is recommended for players who like to control the neutral game, paired with strong mixup & okizeme, and enjoy subjecting their opponents to very chaotic game states with lots of room for creativity & situational improvisation.


| lore = An underground doctor, his past and identity are shrouded in mystery.
| lore = An underground doctor, his past and identity are shrouded in mystery.
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He once suffered a mental breakdown due to a traumatic experience. Even now, he becomes unstable when something reminds him of that time.
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.
At heart, however, he's a caring and kind person with common sense.
| summary =, classified as a ''Unique'' type, is a bizarre underground doctor who misleads the opponent with tricky moves.
| pros =
*'''Good Buttons and Pressure:''' Faust has a decent array of pokes to keep the opponent on their toes and to cover thrown items. He also has a [[GGST/Faust#Snip Snip Snip|command grab]] to capitalize once they start blocking. The length of his attacks means they're hard to outmaneuver on the ground, so the opponent might feel forced to block or go for riskier counterplay.
*'''Good Milage from RC:''' [[GGST/Faust#j.2K|j.2K]] and [[GGST/Faust#Scarecrow|Scarecrow]] become very strong once Faust has 50% tension to spare. With meter, Faust can reaction punish projectiles from fullscreen with Scarecrow PRC.
*'''Item Throw:''' Faust's ability to [[GGST/Faust#What Could This Be?|throw items]] means he has a way to immediately force a response from the opponent.
*'''Unusual Hurtbox:''' Faust can crawl under certain moves by holding 3, this allows him to low profile many attacks in the game, and open up opportunities other characters don't have access to.
| cons =
*'''Bad Supers:''' [[{{PAGENAME}}#Bone-crushing Excitement|Bone-crushing Excitement]] has extremely slow startup, deals low damage, cannot wallbreak, and resets positions to midscreen upon landing, resulting in Faust not being able to get okizeme after a wallbreak. On the other hand, [[{{PAGENAME}}#W-W-What Could This Be?|W-W-What Could This Be?]] and its variant are seldom useful due to Faust's reliance on Roman Cancel and his often lackluster assortment of items.
*'''Meter Reliant:''' Without meter, Faust is limited in ability to aggress on the enemy outside of punish scenarios. [[GGST/Faust#j.2K|j.2K]] > [[GGST/Faust#Mix Mix Mix|236S]]/[[GGST/Faust#What Could This Be?|236P]] on normal hit can be interrupted by some 5Ps or reversals letting opponents punish Faust on hit.
*'''Damage:''' Faust's damage output is among the lowest in the game outside of optimal starters (Anti-air {{clr|2|5K}}, corner {{clr|3|c.S}}), and even then it's fairly average, even with items.
*'''Poor Defense:''' [[GGST/Faust#5P|5P]], Faust's fastest normal, has 6 frames of startup, and his hurtboxes are large and wide. As a result, his {{keyword|abare}} suffers, and he will often struggle to contest throw mixups that other characters could challenge. This is especially relevant against characters with scary command throw options.
*'''Item Throw:''' Sometimes you'll throw [[GGST/Faust#Horn|Horn]] at your opponent and be really sad. Coupled with [[GGST/Faust#What Could This Be?| What Could This Be]]'s lackluster speed and randomness, this makes [[GGST/Faust#What Could This Be?|item throw]] uncharacteristically risky when done in neutral, or on block.
|footnote=Faust can technically break wall with the 100 Tension variant of item toss super if he gets 6 or more consecutive hammer hits in a very specific spacing in the corner. Not only is this completely improbable in a real match, but this also does not count as breaking the wall with a super and as such does not reward him with a knockdown.
| difficulty_rating = 2
| official_difficulty = yes
}}
}}
{{FP Box|header=GGST Faust Character Guide
{{GGST/Infobox
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|bWS5_41YGyQ|450}}{{Closediv}}{{Closediv}}
| fastestAttack = [[#5P|5P]] (5F)<br/>[[#2K|2K]] (5/8F)
| reversal = [[#Bone-crushing Excitement|Bone-crushing Excitement]] (21F)
}}
{{ReasonsToPick
|intro={{Character Label|GGST|Faust}} is an unorthodox character who tosses randomized items to cause chaos that is usually in his favor.
|pickMe=
*Interesting and chaotic situations that require quick adaptation and a flexible gameplan.
*Unorthodox tools that make Faust feel and play differently to other characters.
*Big attacks to control screen space and keep the opponent away.
*Unique movement options that allow a variety of ways to approach, when you choose to.
*Varied and powerful setplay though his command grab and items.
|avoidMe=
*RNG based moves and an unusual playstyle that can feel unstable and inconsistent.
*Defensive options that requires specialized knowledge, and are not always applicable.
*Large hurtboxes both in the air and on the ground, that can often feel unwieldy.
*Highly specialized tools that require either very careful usage or items to mitigate their weaknesses.
}}
}}
</div>


==Normal Moves==
==Normal Moves==
{{FrameChartKey}}
===<big>{{clr|P|5P}}</big>===
{{GGST Move Card
|input=5P
|frameChart=auto
|description=
Faust's fastest normal, with deceptively good range for a 5 frame button. Great for challenging small gaps or stuffing approaches in neutral.
Can gatling into {{clr|P|6P}} to confirm into either [[#What Could This Be?|Item Toss]] or [[#Mix Mix Mix|Mix Mix Mix]]. In situations where confirming is not possible or spacing is unfavorable, chaining multiple {{clr|P|5P}}s into {{clr|P|2P}} at max distance creates a neutral situation for Faust.
On grounded Counter Hit, links into {{clr|K|5K}} > {{clr|D|2D}} for a hard knockdown, but the window to hit confirm is very tight.


===<big>{{clr|1|5P}}</big>===
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_5P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_Faust_5P_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="5P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
===<big>{{clr|K|5K}}</big>===
{{GGST Move Card
|input=5K
|frameChart=auto
|description=
A truly outstanding anti air with quick startup, many active frames, and quick recovery. If it counterhits or hits high enough, can combo into {{clr|H|6H}} > [[#Scarecrow|K Scarecrow]] for enormous damage near the corner, though it still converts very well when not near the corner.


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.
Faust's hurtbox is incredibly tall during this move, so it can lose to certain deep jump-in attacks; however, his hurtbox doesn't extend forward at all during the startup, making it very hard to beat in the air from the front. On airblock, dash cancelling leaves Faust very plus, giving him the opportunity to immediately begin pressure.


5P being 6f startup means it can't challenge tight throw attempts, so you might prefer looking at jumping vs. throw attempts instead.
Its fast speed and low recovery make it useful as a grounded poke also, though the recessed lower hitbox means that it can be low profiled very easily at a distance. As it is both jump and dash cancellable, it is an invaluable tool during combos, both in the corner and out.


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|4|6H}}
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}


<!--Insert text below the =s and above the 2 /divs-->
===<big>{{clr|S|c.S}}</big>===
</div>
{{GGST Move Card
</div>
|input=c.S
|frameChart=auto
|description=
One of Faust's highest reward and go-to pressure starters. Excellent at catching attempts to escape a throw, whether jump or backdash. Routes into some of Faust's highest damage conversions at mid-screen and corner, making it the preffered punish where possible.
 
Unusually, Faust's {{clr|S|c.S}} is minus on block, though the huge variety of gatlings such as {{clr|S|f.S}}, {{clr|S|2S}}, and {{clr|D|2D}} allow Faust to easily {{keyword|Frame Trap}} an opponent's attempts to challenge. Once an opponent is conditioned to respect the {{clr|S|c.S}}, Faust can start dashing in to do {{keyword|Tick Throw}}s and reset pressure, among other things. Faust has a particularly hard time catching backdash after a {{clr|S|c.S}} blocked with faultless defense.
 
A core component in nearly all of Faust's combos, facilitated by jump and dash cancel.


===<big>{{clr|2|5K}}</big>===
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_5K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_5K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="5K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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).
===<big>{{clr|S|f.S}}</big>===
{{GGST Move Card
|input=f.S
|frameChart=auto
|description=
Faust's longest reaching poke. Excellent zoning & whiff punish tool. Gatlings into {{clr|H|2H}} at most ranges; however, it will whiff at max range. At this range, options include recovering raw, loosely counterpoking with delayed gatlings, or special cancelling into [[#What Could This Be?|Item Toss]] ({{clr|S|f.S}} > Item Toss puts Faust in roughly 24f of punishable CH state, making this option highly situational).
 
Challenges ground approaches very well, but vulnerable to low profiles, jump-ins, and repeated dash blocking. It has a particularly extended hitbox on startup, making it fairly easy to counter poke. Mix well with low-commitment pokes like {{clr|P|2P}}, low {{clr|K|j.2K}}, and {{clr|K|5K}} to avoid becoming predictable.
 
On Counter Hit, confirms into [[#Thrust|Thrust]] at midrange or on crouching opponents at any range. Confirms at all ranges into [[#Mix Mix Mix|Mix Mix Mix]] for a Hard Knockdown.
 
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]]  {{clr|H|5H}}, {{clr|H|2H}}
}}


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.
===<big>{{clr|H|5H}}</big>===
{{GGST Move Card
|input=5H, 5HH
|versioned=input
|frameChart=auto
|description=
* Pressing {{Prompt|GGST|H}} again after a successful grounded {{clr|H|5H}} hit will perform a follow-up attack that scores a hard knockdown. This has no effect at all on block or whiff. The followup will not activate at max {{clr|H|5H}} range.
* Opponent will immediately be pulled up and toward Faust, but can still burst or be hit by projectiles


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 {{clr|4|6H}}.
A slow but dominant attack with a disjointed hitbox and significant pushback on block. Useful as a {{keyword|Frame Trap}} from attacks like {{clr|S|c.S}} and {{clr|S|2S}}, where it functions as a safe pressure ender.


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{clr|H|5H}} is a very strong preemptive counterpoke in and around max {{clr|P|2P}} range, with its disjointed hitbox, high amount of active frames, and complete lack of hurtbox extension on startup. The high hitbox placement means it can also hedge well against most {{keyword|IAD}} approaches, though it is vulnerable to low profile attacks. Fairly high recovery on whiff, but very safe on block due to enormous pushback. This pushback makes {{clr|H|5H}} a strong countermeasure to dash blocking, forcing opponents to take risks to approach or be sent back to where they started.


<!--Insert text below the =s and above the 2 /divs-->
On Counter Hit, confirms consistently into [[#Thrust|Thrust]]. On regular hit, the hard knockdown from {{clr|H|5HH}} gives Faust enough time to [[#What Could This Be?|Item Toss]] and still be plus (about +34), or even toss two items and be slightly negative (about -6). In the corner, {{clr|H|5HH}} leads to a very high wall bounce, leading to many of Faust's highest damage wallbreak combos.
</div>
</div>


===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_c.S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_cS.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="c.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
===<big>{{clr|D|5D}}</big>===
{{GGST Move Card
|input=5D, 5[D]
|versioned=name
|frameChart=auto
|description=
;Uncharged Dust
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float
* Causes 80% proration on-hit
 
Universal overhead attack with a tight window to react. Conversions after hit only possible with meter or [[#Items|Items]] in play. Can be rotated with {{clr|D|2D}} out of {{clr|K|5K}}, {{clr|K|2K}}, or {{clr|S|c.S}} for a high/low mixup.
 
----
;Charged Dust
* Charged dust leads to soft knockdown (+36).
* Holding up during the hitstop frames of charged dust will activate homing jump:
** Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
** Pressing any attack twice without jump/airdash cancel will activate the homing jump finisher, causing a hard knockdown (+23).
** Homing jump combos can sometimes increase meter balance enough to activate positive bonus.
 
Similar to the uncharged version, but slower and more easily reactable with much higher reward on hit. Useful while items are in play to lock the opponent down or hide the attack with visual noise.
 
Faust's {{clr|D|5[D]}} can also reflect certain projectiles, though this seems to be more of a fun bonus effect than an actually useful mechanic. The long start-up and short reflect window makes it difficult to time properly, and most "successful" reflects net Faust little to no benefit at all.
 
Both {{clr|D|5D}} and {{clr|D|5[D]}} can bat items, sending them in an arc across the screen. Unfortunately, this has no real uses, even impractical ones. The arc is not fixed, and will depend on the height and position of the item when it is batted. Items batted like this can also wallbounce and richocet off the wall. Items which do not usually have a hitbox before landing (like Afro) will not gain one, even while they are flying.
 
{{(!}} class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:78%; max-width: 1000px;"
! colspan="2" {{!}}'''Faust 5[D] Reflectable Projectiles Table'''
{{!}}-
!Character
!Move
{{!}}-
{{!}}{{Character Label|GGST|Anji Mito|label=Anji Mito}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Anji Mito|input=236P|label=Shitsu}}
 
{{!}}-
{{!}}{{Character Label|GGST|Axl Low|label=Axl Low}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Baiken|label=Baiken}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Bedman|label=Bedman?}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Bedman|input=236P|label=call 4BA}} ''(Both the initial projectile and the error 6E follow-up.)''
*{{MiniMoveCard|game=GGST|chara=Bedman|input=236S|label=call 4B3}} ''(error 6E follow-up only.)''
*{{MiniMoveCard|game=GGST|chara=Bedman|input=236H|label=call 4B9 (Malfunction)}} ''(error 6E follow-up only, nullifies it.)''
''Note: For {{MiniMoveCard|game=GGST|chara=Bedman|input=632146S|label=call 13C}}, the empowered error 6E follow-ups are not reflectable.''
 
{{!}}-
{{!}}{{Character Label|GGST|Bridget|label=Bridget}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Chipp Zanuff|label=Chipp Zanuff}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=236H|label=Gamma Blade}}
*{{MiniMoveCard|game=GGST|chara=Chipp Zanuff|input=j.214p|label=Shuriken}}
''Note: Any damage destroys these projectiles, though {{clr|D|5[D]}} does actually reflect shurikens''
 
{{!}}-
{{!}}{{Character Label|GGST|Faust|label=Faust}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Faust|input=j.236P|label=Love}} / {{MiniMoveCard|game=GGST|chara=Faust|input=j.236P (With Afro)|label=Love (With Afro)}} ''(Projectile only.)''
*{{MiniMoveCard|game=GGST|chara=Faust|input=236P Hammer|label=Hammer}}
*{{MiniMoveCard|game=GGST|chara=Faust|input=236P Meteors|label=Meteors}} ''(Will usually reflect only 1, you will get hit by the rest.)''
 
{{!}}-
{{!}}{{Character Label|GGST|Giovanna|label=Giovanna}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis Dickinson}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Happy Chaos|label=Happy Chaos}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|I-No|label=I-No}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=I-No|input=214P|label=Antidepressant Scale}}
*{{MiniMoveCard|game=GGST|chara=I-No|input=214K|label=Chemical Love}} ''(Nullifies it.)''
 
{{!}}-
{{!}}{{Character Label|GGST|Jack-O|label=Jack-O'}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Jack-O|input=j.D|label={{clr|D|j.D}}}}


Minus on normal block, but gatling options such as f.S, 2S and 5H allow you to trap attempts to challenge Faust afterwards.
{{!}}-
{{!}}{{Character Label|GGST|Ky Kiske|label=Ky Kiske}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.D|label={{clr|D|j.D}}}} ''(Nullifies it.)''
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236S|label=Stun Edge}}
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge}}
*{{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge {{clr|S|j.236S}}}} / {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.236H|label={{clr|H|j.236H}}}}
''Note: For {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=214214H|label=Dragon Install}}, all empowered Stun Edge variants remain reflectable''


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{!}}-
{{!}}{{Character Label|GGST|Leo Whitefang|label=Leo Whitefang}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6S|label=Gravierte Würde {{clr|S|[4]6S}}}} / {{MiniMoveCard|game=GGST|chara=Leo Whitefang|input=[4]6H|label={{clr|H|[4]6H}}}}


<!--Insert text below the =s and above the 2 /divs-->
{{!}}-
</div>
{{!}}{{Character Label|GGST|May|label=May}}
</div>
{{!}}
*{{MiniMoveCard|game=GGST|chara=May|input=214P|label=Arisugawa Sparkle {{clr|P|214P}} / {{clr|K|214K}}}}
''Note: All strikes destroy this projectile, but {{clr|D|5[D]}} can reflect it too, if timed properly.''
 
{{!}}-
{{!}}{{Character Label|GGST|Millia Rage|label=Millia rage}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Millia Rage|input=236S|label=Tandem Top {{clr|S|236S}}}} / {{MiniMoveCard|game=GGST|chara=Millia Rage|input=236H|label={{clr|H|236H}}}}
*{{MiniMoveCard|game=GGST|chara=Millia Rage|input=j.236H|label=Kapel}} ''(Nullifies it)''
 
{{!}}-
{{!}}{{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}
{{!}}
*''N/A''
 
{{!}}-
{{!}}{{Character Label|GGST|Potemkin|label=Potemkin}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Potemkin|input=Reflect Projectile|label=F.D.B. (Projectile)}}
 
{{!}}-
{{!}}{{Character Label|GGST|Ramlethal Valentine|label=Ramlethal Valentine}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236S|label=Bajoneto {{clr|S|236S}}}} / {{MiniMoveCard|game=GGST|chara=Ramlethal Valentine|input=236H|label={{clr|H|236H}}}} ''(Follow-up explosion only, nullifies it.)''


===<big>{{clr|3|f.S}}</big>===
{{!}}-
<div class="attack-container">
{{!}}{{Character Label|GGST|Sin Kiske|label=Sin Kiske}}
<div class="attack-gallery">
{{!}}
<tabber>
*''N/A''
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_f.S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_FS.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="f.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
Faust's longest reaching poke. Usually gatlings into {{clr|4|2H}} if you're in range to do so - however, {{clr|4|2H}} will whiff at max distance. If you're in that max range zone, you'll want to let the {{clr|3|f.S}} recover raw or cancel into Item Toss/Scarecrow, depending on the matchup.


Off stray anti-airs at a distance, sometimes {{clr|3|f.S}} > Item Toss as a juggle is all you can get.
{{!}}-
{{!}}{{Character Label|GGST|Sol Badguy|label=Sol Badguy}}
{{!}}
*{{MiniMoveCard|game=GGST|chara=Sol Badguy|input=236P|label=Gun Flame}}


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]]  {{clr|4|5H}}, {{clr|4|2H}}
{{!}}-
{{!}}{{Character Label|GGST|Testament|label=Testament}}
{{!}}
*''N/A''


<!--Insert text below the =s and above the 2 /divs-->
{{!}}-
</div>
{{!}}{{Character Label|GGST|Zato-1|label=Zato-1}}
</div>
{{!}}
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=236K|label="That's a lot!"}} ''(Will reflect only 1, and in most cases the remaining drills will still hit you.)''
*{{MiniMoveCard|game=GGST|chara=Zato-1|input=22H|label=Invite Hell}} ''(Nullifies it.)''


===<big>{{clr|4|5H}}</big>===
{{!}}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_5H.png
GGST_Faust_5HH.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_5H.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="5H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
===<big>{{clr|P|2P}}</big>===
{{GGST Move Card
|input=2P
|frameChart=auto
|description=
 
Low poke that leaves Faust even on hit, and plays an important role in Faust's zoning game. Its speed and recovery makes it a low risk way to stuff approaches, challenging the ground while leaving yourself available to react to jump-in attacks.  
 
On block and hit, it can be very difficult for Faust to safely Frame Trap opponents, although its extremely high speed can make it difficult for opponents to respond quickly enough.


<!--Insert text below the =s and above the 2 /divs-->
Significantly advantageous on Counter Hit, giving Faust the opportunity to fish for further CHs with pokes like {{clr|S|f.S}}, or to reposition.
</div>
</div>


===<big>{{clr|5|5D}}</big>===
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_5D.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_5D.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="5D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
===<big>{{clr|K|2K}}</big>===
{{GGST Move Card
|input=2K
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=2K|startup=5|active=2(1)6|recovery=12}}
|description=


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.  
* 3 hits total (Mid, Low, Low)
* Effectively 8f startup on grounded opponents. 1st hit directly above Faust's head, will usually whiff even at point blank ranges.  


<!--Insert text below the =s and above the 2 /divs-->
Faust's go-to low option in pressure. Great for catching jump or backdash escape, so mix it well with [[#Snip Snip Snip|Snip Snip Snip]] and [[#Throw|Throw]] in pressure. Gatlings into {{clr|D|2D}} as a knockdown confirm or 1F {{keyword|Frame Trap}}. Can hitconfirm into {{clr|P|6P}} for higher reward. See the strategy page for details on [[GGST/Faust/Strategy#Post-2K_RPS|Post-2K RPS.]]
</div>
 
</div>
The first hit, which hits directly above, is an excellent anti air when opponents are lingering directly overhead. {{clr|K|5K}} and {{clr|P|6P}} often whiff in this area, so {{clr|K|2K}} complements them amazingly.


===<big>{{clr|1|6P}}</big>===
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_6P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_6P.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="6P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.)
===<big>{{clr|S|2S}}</big>===
{{GGST Move Card
|input=2S
|frameChart=auto
|description=
Launches on grounded hit. A go-to {{keyword|Frame Trap}} and combo option from {{clr|S|c.S}}, converts into [[#Mix Mix Mix|Mix Mix Mix]] on regular hit and {{clr|K|5K}} on counter hit. Cannot be counterpoked by {{clr|P|6P}}, but it has very large recovery and can sometimes whiff if a {{clr|S|c.S}} is blocked with faultless defense, so use with caution.


Not very good at covering behind Faust, and may struggle to anti-air deep airdashes that pass over your head.
Can be used as an antiair for catching ambiguous jump-ins directly above Faust, as its hitbox appears on both sides of Faust -- however, its slow startup often forces Faust to use it preemptively, and its whiff recovery leaves Faust highly vulnerable. Moreover, on non-CH it can be very difficult to convert well. It is usually outclassed by {{clr|K|2K}} for these purposes, which is faster, lower recovery and higher reward.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>


===<big>{{clr|4|6H}}</big>===
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_6H.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_6H1.png
File:GGST_FA_HB_6H2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="6H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
===<big>{{clr|H|2H}}</big>===
{{GGST Move Card
|input=2H
|frameChart=auto
|description=


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 {{clr|3|214S}} to ensure you don't run out of time.
A far-reaching unreactable low. It can often force opponents to dash block or block pre-emptively in neutral.


Super risky if you don't get the counterhit or the air hit. Maybe keep RC on deck for this.
Fairly safe if blocked at maximum range, though much worse if blocked closer up. Cancelling into item toss on block is -22, which is unsafe at most spacings in most matchups. Cancelling into [[#What_Could_This_Be?_(Item_Store)|Monch]] is -13, which is a little harder to punish. Late cancelling into [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]] or [[{{PAGENAME}}#Thrust|Thrust]] on block may catch opponents moving in to capitalize on the plus frames.  


<!--Insert text below the =s and above the 2 /divs-->
If the opponent doesn't crouch block much at a distance, letting it rock instead of a [[GGST/Offense#Gatling_Combination|Gatling]] from {{clr|S|f.S}} may be the way to go. It is also excellent at counterhitting the startup of projectiles and similar very spaced options in neutral, leading to a Hard Knockdown.
</div>
</div>


===<big>Crawl</big>===
On normal hit, it's possible to 66RRC cancel into [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]] or [[{{PAGENAME}}#Scarecrow|Scarecrow]] PRC {{clr|S|c.S}} to combo from a distance.
<span class="input-badge">'''1 or 3'''</span>
}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Crawl.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_Crawl.png
</gallery>
</tabber>
</div>
<div class="attack-info">
==== ====
Instantly shrinks Faust's hurtbox. The ability to crawl forward allows you to shrink down under certain attacks:


* Ky Stun Edges
===<big>{{clr|D|2D}}</big>===
* Giovanna Flip Kick
{{GGST Move Card
* Certain high-hitbox normals like Sol f.S
|input=2D
* Jump-ins that don't hit deep (Generally speaking, airdash normals)
|frameChart=auto
* Ram 236S and 236H
|description=


<!--Insert text below the =s and above the 2 /divs-->
A typical sweep that grants a hard knockdown. Similar in some ways to {{clr|H|2H}} as a neutral poke, dealing with approaches like run-up {{clr|P|6P}} while being less committal on block or whiff. On Counter Hit, routes into a loopable [[#Mix Mix Mix|Mix Mix Mix]].
</div>
</div>


===<big>{{clr|1|2P}}</big>===
Confirming {{clr|K|2K}} into {{clr|D|2D}} > Item Toss is a core way to set up Faust's pressure, as he will still have time to meaty after throwing an item. Can optionally add an OTG {{clr|H|2H}} before the Item Toss to send opponents fullscreen, sacrificing up-close okizeme for advantageous neutral.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_2P.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="2P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}
===<big>{{clr|P|6P}}</big>===
{{GGST Move Card
|input=6P
|frameChart=auto
|description=
Dominant anti-air option with quick startup and a very high-hitting hitbox.


<!--Insert text below the =s and above the 2 /divs-->
Faust has an odd {{clr|P|6P}}, with substantially more vertical and horizontal range than usual. When used as an antiair, the large step forward Faust takes means it can very easily whiff if the opponent is directly above. In these cases, {{clr|K|2K}} or situationally {{clr|S|2S}} will often be more effective. The fast low profile makes it slightly easier to react to IADs with than {{clr|K|5K}}, though with much lower reward.
</div>
 
</div>
On mid- to close-range airblock, pops opponent up and leads to an airblocked Mix Mix Mix (which is plus), or an Item Toss and a return to neutral at further spacings.
 
As a grounded counter poke, Faust's {{clr|P|6P}} can be dangerous to use due to enormous recovery. Cancelling into Wild Assault can help both with its poor conversions and unsafe on block situation.


===<big>{{clr|2|2K}}</big>===
Routes into [[#Mix Mix Mix|Mix Mix Mix]] on hit, which is vital for securing a hard knockdown from kicks and punches. Liable to cross under an opponent from an air CH, which can be avoided by delaying Mix Mix Mix or steering appropriately.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2K_1.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_2K1.png
GGST_FA_HB_2K2.png
GGST_FA_HB_2K3.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
</div>
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.
===<big>{{clr|H|6H}}</big>===
{{GGST Move Card
|input=6H
|frameChart=auto
|description=
A very long range, special cancellable overhead.


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
Its high damage and large ground bounce on air hit make it important in combos. Its huge range means it can be used occasionally in neutral, particularly when there are items on screen to overwhelm the opponent. The slow startup and fairly poor situation on block make it generally inadvisable to use as a standard overhead in pressure.
</div>


===<big>{{clr|3|2S}}</big>===
Staggers on grounded hit, followup options depend on spacing & the opponent's stagger recovery:
<div class="attack-container">
*At close range (~roundstart and closer), Faust can combo into [[#Mix Mix Mix|Mix Mix Mix]] regardless of stagger recovery.
<div class="attack-gallery">
*On a slow stagger at any range, Faust can combo into [[#Thrust|Thrust]].
<tabber>
*With 50% tension, Faust can always combo into {{clr|S|214S}} PRC [[#Snip_Snip_Snip|Snip Snip Snip]].
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_2S1.png
GGST_FA_HB_2S2.png
GGST_FA_HB_2S3.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="2S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
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.
Regardless of how quickly your opponent recovers cancelling into Thrust or [[#What Could This Be?|What Could This Be?]] is safe on any hit. On counter hit, will combo into Thrust regardless of stagger recovery or range.


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
{{clr|H|6H}} is Faust's highest damage normal and has a very large ground bounce on air hit. This makes routing into it during combos very desirable, though this is often difficult outside of anti airs. When early in a combo, air hit can route into {{clr|K|214K}}, which leads to a guaranteed Item Toss or corner combo depending on positioning. An air hit {{clr|H|6H}} cancelled into {{clr|P|236[P]}} can often be linked after near the corner.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>


===<big>{{clr|4|2H}}</big>===
On block, Faust's meterless options are limited and must be chosen carefully. At further ranges, Monch or even Item toss are generally unpunishable, and Thrust may clash with {{clr|P|6P}}. At close ranges, Thrust becomes vulnerable to reaction {{clr|P|6P}}, and Mix Mix Mix can frame trap (or true string depending on spacing), though it is unsafe on block.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2H.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_2H.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
===<big>{{clr|P|j.P}}</big>===
{{GGST Move Card
|input=j.P
|frameChart=auto
|description=
 
Air option that is very quick to recover. Stray hits will send the opponent away.


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.
Since {{clr|P|j.P}} is so quick, you can cover yourself as you rise and follow up with a more dominant jumping normal as you fall. As an air-to-air, links into {{clr|S|j.S}} for a full pickup at close spacings, or into {{ComboText|{{clr|P|j.P}} , {{clr|H|j.H}}}} when the opponent is too far away to convert.


<!--Insert text below the =s and above the 2 /divs-->
As an approach tool, down drifting IAD (IAD > tap 2) into {{clr|P|j.P}} > {{clr|P|j.P}} can leave Faust as advantageous as +6, allowing for tick throws into [[#Snip Snip Snip|Snip Snip Snip]].
</div>
</div>


===<big>{{clr|5|2D}}</big>===
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2D.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
File:GGST_FA_HB_2D.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="2D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
Low.


2K > 2D > Item Toss is a go-to string when confirming from 2K. You can frame trap from 2K using this move.
===<big>{{clr|K|j.K}}</big>===
{{GGST Move Card
|input=j.K
|frameChart=auto
|description=
* Jump- and airdash cancellable
A fast jump-in and air-to-air option. Tied with {{clr|P|j.P}} for Faust's fastest air button, but its recovery makes it more committal on whiff.
 
Rising {{clr|K|j.K}} is useful for Faust's Afro pressure as an instant overhead, although it does not connect consistently across the cast (see [[GGST/Faust/Strategy#Appendix:_Afro_Hurtbox_Interactions|reference table]]). It can similarly be used for {{keyword|f-shiki}} setups after standing guard crushes, falling {{clr|H|j.H}}, etc.


<!--Insert text below the =s and above the 2 /divs-->
Often used to cover Faust's landing in situations where {{clr|S|j.S}} or {{clr|D|j.D}} would be too slow. Similar to {{clr|P|j.P}}'s use in IAD approach, down drift IAD {{ComboText |{{clr|K|j.K}} > {{clr|K|j.2K}}}} can leave Faust close and advantageous (+4).
</div>
 
</div>
As an air-to-air, {{clr|K|j.K}} converts with {{ComboText|{{clr|K|j.K}} > adc[2].{{clr|S|j.S}}}} on hit or block, leading to a combo on hit or a tight blockstring as the opponent lands. Near the corner, it can be used as a combo ender with {{ComboText|{{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|P|j.236P}}}} to set up [[GGST/Faust/Combos#Love_Oki-3|Love okizeme]].


===<big>{{clr|1|j.P}}</big>===
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]]  {{clr|K|j.2K}}, {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_j.P.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_JP.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="j.P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
===<big>{{clr|S|j.S}}</big>===
{{GGST Move Card
|input=j.S
|frameChart=auto
|description=
* Jump- and airdash cancellable
A very deep and low-hitting jump-in. Slower to get out than your {{clr|K|j.2K}} and {{clr|D|j.D}}. Chains into {{clr|H|j.H}}, and sets up a fairly favourable situation when you do so.


j.P > j.P > 66RC is a pretty nice air confirm should you be close to the corner.
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
}}


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|j.P}}
===<big>{{clr|H|j.H}}</big>===
<!--Insert text below the =s and above the 2 /divs-->
{{GGST Move Card
</div>
|input=j.H
</div>
|frameChart=auto
|description=
Very long range disjointed aerial poke, that is both jump and airdash cancellable.


===<big>{{clr|2|j.K}}</big>===
A crucial component of many of Faust's best corner combos, as the wallbounce allows it to link both back into itself and into grounded attacks.  
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_j.K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_JK.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="j.K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
Can hit a standing opponent while rising (Important for [https://glossary.infil.net/?t=Fuzzy%20Attack 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.
Rising {{clr|H|j.H}} is a  great air to air for meeting opponents hanging out at the top of the screen. Doing a falling {{clr|H|j.H}} takes a little longer, but the decent amount of active frames and huge disjointed hitbox make it especially hard to contest once active.


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]]  {{clr|2|j.2K}}, {{clr|5|j.D}}
When blocked extremely low to the ground (for example after IAD[8] {{clr|S|j.S}} {{clr|H|j.H}}), is plus enough to {{keyword|f-shiki}} overhead into {{clr|K|j.K}}.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>


===<big>{{clr|3|j.S}}</big>===
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_j.S.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_JS.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="j.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.


Airdash cancellable.
===<big>{{clr|D|j.D}}</big>===
{{GGST Move Card
|input=j.D
|frameChart=auto
|description=
 
A very deep-hitting jump-in attack.


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|j.H}}
When the opponent has an [[#Afro|Afro]], becomes absolutely terrifying, as on hit the opponent is launched into the air for a full combo, regardless of height. Rising {{clr|D|j.D}} is an extrememly powerful option. Making them block {{clr|D|j.D}} with an Afro on is also strong, as they must deal with the threat of a delayed explosion while Faust continues pressure.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>


===<big>{{clr|4|j.H}}</big>===
Despite its looks, is not disjointed at all.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_j.H.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_JH.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="j.H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.


<!--Insert text below the =s and above the 2 /divs-->
===<big>{{clr|K|j.2K}}</big>===
</div>
{{GGST Move Card
</div>
|input=j.2K
|frameChart= {{#invoke:GGST-FrameChart|drawFrameData|title = '''Example Speed: Jump into instant j.2K'''|input=j.2K|startup=15|active=7|recovery=9|isProjectile=yes}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window. When done from immediately from a jump, has 7 active frames.}})</small>
|description=


===<big>{{clr|5|j.D}}</big>===
A counterpoke that can often go over other attacks, especially low hitting attacks.  
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_j.D.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_JD.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="j.D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
A deep-hitting attack that has the potential to set afro ablaze.


Doesn't combo into anything on normal hit unless it lands low to the ground.
The situation on block and hit varies '''greatly''' depending on the height that the {{clr|K|j.2K}} connects. It is therefore extemely important to pay attention to the spacing, for both Faust and the opponent.


Should it connect when Afro is applied, you get full pickup with dash in cS>MMM or 5K,6H
When it connects very low, it is very safe on block, or rarely can even be plus. The reward is very low, though jumping into immediate {{clr|K|j.2K}} is a low risk option against approaches in neutral, as are other low hitting  {{clr|K|j.2K}}'s, like IADB {{clr|K|j.2K}}. At these heights, it can also counterhit {{clr|P|6P}}s fairly reliably.


<!--Insert text below the =s and above the 2 /divs-->
If it hits high up, or is blocked high by the opponent, it will be much more minus. Faust will typically cancel into either [[GGST/Faust#Mix_Mix_Mix|Mix Mix Mix]] or [[GGST/Faust#Love|Love]] to make it harder to punish. Mix Mix Mix will usually Frame Trap most options, while Love will punish inaction (can be either jumped over or dashed under).
</div>
</div>


===<big>{{clr|2|j.2K}}</big>===
On a counterhit, or a sufficiently close crouching hit, can combo into [[GGST/Faust#Mix_Mix_Mix|Mix Mix Mix.]] Landing these kinds of hits are the main goal of using {{clr|K|j.2K}}.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_j.2K.png
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_j2K.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="j.2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
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.


<!--Insert text below the =s and above the 2 /divs-->
}}
</div>
</div>


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{InputBadge|{{clr|D|6D}} or {{clr|D|4D}}}}
<div class="attack-gallery">
{{GGST Move Card
<gallery widths="210px" heights="210px" mode="nolines">
|input=6D or 4D
GGST_Faust_Ground Throw.png|nom-nom-nom
|frameChart=auto
</gallery>
|description=
</div>
 
<div class="attack-info">
* Can throw the opponent either forward or backwards.
{| class="wikitable attack-data"
* Hard knockdown on hit.
{{FrameDataHeader-GGST}}
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
|-
Leaves the opponent in front of Faust in an OTG-able state. Gives a safejump setup with {{clr|S|c.S}} > down drift IAD. Alternatively, tossing an Item leaves Faust enough time to still land a meaty {{clr|S|c.S}}, among other options.
{{#cargo_query:tables=MoveData_GGST
 
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
The long, invulnerable animation can be used to kill time and deal with certain situations, such as an opponent picking up Trumpet, an on-screen Bomb going off, or even something like Nagoriyuki's blood gauge during Blood Rage.
|where=chara="Faust" and input="4D or 6D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{InputBadge|{{clr|D|j.6D}} or {{clr|D|j.4D}}}}
<div class="attack-gallery">
{{GGST Move Card
<gallery widths="210px" heights="210px" mode="nolines">
|input=j.6D or j.4D
GGST_Faust_Air Throw.png |
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}
</gallery>
|description=
</div>
* Can throw the opponent either forward or backwards.
<div class="attack-info">
* Hard knockdown on hit.
{| class="wikitable attack-data"
* 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="j.4D or j.6D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
Faust hucks the opponent downwards.
Faust hucks the opponent downwards.
</div>
</div>


==Special Moves==
Provides enough time to {{keyword|safejump}} using an {{keyword|IAD}}. At most heights, IAD {{clr|D|j.D}} will be autotimed, though steering the airdash downwards is necessary if the air throw was particularly high. Will be approximately neutral if an Item is thrown instead.
}}


===<big>Thrust</big>===
===<big>Wild Assault</big>===
<span class="input-badge">'''{{clr|2|41236K}}'''</span>
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236D,236[D] |versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236D
|title = '''Wild Assault'''
|startup = 20
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236[D]
|title = '''Fully Charged Wild Assault'''  
}}
|description=
{{GGST/WildAssaultLabel|type=blue}}
A fast advancing strike at the cost of 50% Burst.


<tabber>
*Normal, special, jump, and backdash cancelable.
*Drains 7.14% of the opponent's [[GGST/Gauges#Burst Gauge|Burst Gauge]] on hit or block.
*Applies Hard Knockdown when launching or when used to [[GGST/Damage#The Wall|Wall Break]].


Images=
Fausts Wild Assault provides difficult to contest frametraps after attacks like {{clr|H|5H}}, {{clr|P|6P}} and {{clr|H|2H}}, and can help significantly with these attacks otherwise fairly poor conversions and on block situation. Both {{clr|D|236D}} and {{clr|D|236[D]}} have use as combo extensions to route into wallbreak ([[GGST/Faust/Combos#Wild_Assault-6|Combo Page]]).
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Thrust.png|
GGST_Faust_Pull_Back.png|
GGST_Faust_Home_Run.png| In golf this is called a home run
</gallery>


|-|
On block, Faust can utilize the guard crush for very threatening strike throw. Cancelling into {{clr|P|236[P]}} leaves Faust +4 and fairly close. However, not cancelling at all leaves Faust much more plus, with more time to run up and throw even the fastest buttons when Faultless Defenced.  It can also bet used to kill time and convert from lows (particularly {{clr|H|2H}} when the opponent has a Lit [[GGST/Faust#Afro|Afro]].
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
FAUST_41236K_Hitboxes.png
</gallery>


</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{AttackVersion|name=Attack}}
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="41236K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|-
{{AttackVersion|name=Pull Back|subtitle=Thrust -> 4}}
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="41236K 4"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Home Run!|subtitle=Pull Back -> H}}
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="41236K 4 H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->


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:
==Special Moves==
===<big>Crawl</big>===
{{InputBadge|[1] or [3]}}
{{GGST Mechanic Card
|name=Crawl
|description= Instantly shrinks Faust's hurtbox, letting Faust low profile under certain attacks.
 
Faust can crawl by pressing either down forward, or downback. Unlike other characters, this will not result in him simply crouching, but instead move slowly forward or back with a low profile hurtbox. Usually, crawling backwards will not result in Faust low profiling, as he will instead crouch block (which is not low profile). This means that Faust usually has to hold forward and stop blocking to attempt to crawl, leaving himself vulnerable. Generally speaking, crawl is frame 1 low profile in neutral, and frame 2 low profile if Faust is leaving blockstun - this means that Crawl will always be hit by 1F frametraps, even if the second move could be low profiled.


* 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.  
For more detailed information on the mechanics of crawl, as well as a full table of crawlable moves, see the [[GGST/Faust/Strategy#Crawl|Strategy Page]].
}}


* 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.  
===<big>Thrust</big>===
{{InputBadge|{{clr|K|41236K}} (Hold OK)}}
{{GGST Move Card
|input=41236K, 41236[K], 41236K 4, 41236K 4 H
|versioned=name
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=41236K|startup=26}}
|description=
* Pull Back will not activate on air hit Thrust, and the opponent will instead be knocked fullscreen for a {{keyword|HKD}}.


* 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.  
Faust attacks with a menacing red trail behind his scalpel, with enormous range. If Faust lands a grounded hit and inputs 4 (backwards from his opponent) he reels the opponent in, launching them toward him for a short time. Pressing {{Prompt|GGST|H}} before the opponent hits the ground will do a follow-up golf swing attack with three possible timings. The different timings of Hole in One have slightly different effects, see [[GGST/Faust/Starter#Thrust_Sweetspot|here]] for more information.


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.
Thrust shines when used as a preemptive punish at range against movement or committal swinging. Its disjointed hitbox makes it a strong poke in the right situation, although the mid-height placement and slow startup leave it susceptible to being jumped over or low profiled by an aware opponent. Has use as a surprise chase on the opponent's wakeup or backdash from a distance, as well as a frame trap option out of various blockstrings. Leads into some of Faust's most damaging routes on counter hit starters like {{clr|S|c.S}} or {{clr|H|5H}} when combined with meter to RRC after a Sweetspot hit, though typically a little underwhelming without meter to follow up.
It can be held to delay the attack, which is potentially useful for baiting reversal low profiles such as {{clr|P|6P}}, and also inflicts guard crush, though it is difficult to capitalize on the plus frames from common spacings. You can also partially delay the unccharged version, though there is no direct benefit to doing so. Not useful to do as a meaty, as it can be reliably beaten by wakeup {{clr|P|6P}} by all characters.


Most 6Ps can go under this attack on reaction in neutral. Use with caution.
Both Faust and the opponent are invulnerable during Pull Back startup. If the opponent bursts during the startup of pull back,  the burst will whiff, and Faust will retain full invuln for the full recovery of pull back. Faust cannot act except to do the Hole in One followup.


The maximum meterless damage (disregarding guts) is not from hitting the sweetspot, but from a very particular early hit timing which allows an OTG {{clr|H|2H}}.


</div>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show item interactions" data-collapsetext="Hide item interactions">
<br>
----
;[[{{PAGENAME}}#Afro|Afro]]
When an Afro is on the ground behind an opponent, a Late Hit can cause them to tumble backwards into it. Situational, as the frame disadvantage and spacing from a Late Hit doesn't allow Faust to capitalize on the opponent's fresh cut.
----
;[[{{PAGENAME}}#Bomb|Bomb]]
In situations where a Bomb is active between Faust and the opponent, the Bomb can often be comboed into. If it's close enough to Faust to be hit by the golf swing, it can be launched with the opponent and explode in the air, dealing high damage and potentially leading into a conversion as the opponent falls to the ground. If the bomb is too far away to be launched, doing an Early Hit can hit the opponent into the ensuing explosion on the ground. After the explosion, {{clr|K|5K}} is the most consistent tool to convert with, but if you're confident on the spacing, other buttons like {{clr|S|c.S}} can net even higher reward.
----
;[[{{PAGENAME}}#Weight|Weight]]
Before a Weight lands, a gambling Faust can attempt a Thrust to catch the opponent: if it hits, Faust can use the invulnerability frames during Pull Back to avoid being hit by the Weight and follow up for a full combo. This is highly risky, though, as if it is blocked or jumped Faust will not have time to avoid a hard knockdown.
----
</div>
</div>


===<big>What Could This Be?</big>===
<span class="input-badge">'''{{clr|1|236P}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_What_Could_This_Be.png| 何が出るかな?
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="236P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
</div>
Faust reaches into his scrubs and grabs an [[GGST/Faust#Items|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.
</div>


===<big>Mix Mix Mix</big>===
===<big>Mix Mix Mix</big>===
<span class="input-badge">'''{{clr|3|236S}} (air OK)'''</span>
{{InputBadge|{{clr|S|236S}} (Air OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236S
<tabber>
|frameChart=
Images=
{{#invoke:GGST-FrameChart|drawFrameData|input=236S|title=Whiff (Maximum Actives)|active =6(2)2(2)2(2)2(2)2(2)2(2)2(2)2|recovery=10|specialRecovery=14}}
<gallery widths="210px" heights="210px" mode="nolines">
{{#invoke:GGST-FrameChart|drawFrameData|input=236S|title=Hit/Block (Minimum Actives)|active =4(0)2(2)2(2)2|recovery=10|specialRecovery=14|cancelStart1=17|cancelEnd1=17|cancelStart2=21|cancelEnd2=21|cancelStart3=25|cancelEnd3=25|cancelStart4=29|cancelEnd4=29}}
GGST_Faust_Mix_Mix_Mix.png|
<small>{{tt|Notes for Framechart|On Hit, the yellow underlines indicate separate hits (up to 4). <br> On whiff, will continue making new hits, up to 8, leading to more active frames than if the move is hitting. <br>On hit and block, in some circumstances hits in the middle of the chain can whiff, leading to different frame data as additional hitboxes are made to compensate in an attempt to hit 4 times.<br>
</gallery>
The two version shown are the extremes, but a partial whiff can result in something betwen these two options.<br>
Note that the recovery before landing (shown in blue) is dependent on height and velocity, and can vary.}}</small>
|description=


|-|
Faust rises forward into the air while stirring 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.
Hitbox=
 
<gallery widths="210px" heights="210px" mode="nolines">
Has a vital role in nearly all of Faust's combos outside the corner, providing excellent corner carry and a hard knockdown. The ground bounce obtained when steering downwards often lets Faust link attacks after the move connects  (see [[GGST/Faust/Combos#MixMixMix|combo theory page]] for help with steering).
GGST_FA_HB_MMM.png
 
</gallery>
Can be used as a frametrap tool on block after unsafe buttons such as {{clr|H|2H}} and {{clr|P|6P}}. Its relatively slow startup and travel speed mean the gap left is variable in size and can sometimes not trap faster buttons, especially from further spacings. As it is unsafe on block, it is usually only used as a frametrap with meter, or when forced to due to lack of other options.
</tabber>
 
Can be used as an unorthodox air mobility option in a pinch, perhaps to escape the corner after a double jump, though the long recovery when done high up means Faust will usually need to roman cancel the recovery to stay unpunished.
 
Though still unsafe, {{clr|S|236S}} can be steered to be -6 on block instead of the usual -7 [[GGST/Faust/Combos#MMM_on_block-0|fairly reliably]], reducing the size of punishes. {{clr|S|j.236S}} is much more variable on block and possible to make less minus, though is also much more inconsistent. Can be as little as -1 on block from [[GGST/Faust/Combos#MMM_on_block-0|specific setups]], though often only -4~-9 is achievable. Will be plus on airblock - exact advantage can vary depending on height and steering, but typically at least +6.


</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Faust" and (input="236S" or input="j.236S")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Excellent frame trap option after 5P/2P (Where your trap options are limited) or after pokes where you think the opponent might try to challenge immediately. Try to save 50 bar for when you do this, however, as the move is unsafe on block, even in situations where it's blocked/positioned oddly [More research needs to be done].


Ground version is plus on airblock, Air versions is [???] on airblock. 6P on airblock leads into airblock MMM.
===<big>Snip Snip Snip</big>===
{{InputBadge|{{clr|H|236H}}}}
{{GGST Move Card
|input=236H
|frameChart=auto
|description=
Faust's terrifying command grab, where he gives them a quick haircut, and an Afro! Does low damage for a command grab, but gives amazing {{keyword|okizeme}} and spectacular, and unique, pressure on hit.


Common combo ender at the wall.  
The Afro acts as an additional hurtbox that can be lit on Fire, and will explode after some time, creating offensive sequences filled with instant overheads, ending with a guard crushing pop that can be used to left/right. See [[#Afro|The Afro]] for more details.


Can be great for corner escape. Throw Love! to cover yourself and run away with Mix Mix Mix.
Like most command grabs, Snip Snip Snip has slightly longer range than normal throws, and cannot be teched. It is particularly powerful to pair with Faust's numerous [[GGST/Defense#Guard_Crush|Guard Crush]] options, which remove throw protection when exiting blockstun.


Pickups from MMM:
During the animation, other items will continue to fall to the ground and can be picked up by players, activating their effects. Most damaging items won't do anything as both Faust and the Opponent are locked into the cinematic, previously applied 'fros will be refreshed, and healing items will still give health back. This is especially relevant if a Bomb is in play, since it can actually damage opponents (but not Faust) if its explosion is synced with the last hit of Snip Snip Snip.
 
}}


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 strange launch creates a larger ground bounce than normal. Usually followed with cS or 5K.
===<big>Love</big>===
{{InputBadge|{{clr|P|j.236P}}}}
{{GGST Move Card
|input=j.236P, j.236P (With Afro)
|versioned=input
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.236P|recovery=22|isProjectile=yes|frcStart=22|frcEnd=22}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=
Faust halts all air momentum and beheads himself. The head becomes a bomb and travels in a downward diagonal arc. Will explode after a short delay after hitting the ground or the opponent. The explosion from Love can hit and damage Faust if he is too close, can triggers Mini Faust and ignites Afros.


</div>
Counter Hit state for the full recovery, and recovers mid-air, very shortly after Faust begins falling. Like all of Fausts projectiles it stays out when Faust is hit, making punishing it more challenging. Depending on the spacing opponents can either jump over or dash under it, potentially scoring huge counterhit punishes, so use with caution.
</div>


===<big>Snip Snip Snip</big>===
As a slow projectile, the frame advantage can vary depending on spacing. But if Faust chooses to act midair, he is typically around +37 to +42 on block, and still around +16 to +28 on block by the time he lands.
<span class="input-badge">'''{{clr|4|236H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Snip_Snip_Snip_wiff.png|wiff
GGST_Faust_Snip_Snip_Snip_hit.png|hit
GGST_Faust_Afro_Debuff.png|afro
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_SSS.png
</gallery>


</tabber>
If Faust is wearing an [[{{PAGENAME}}#Afro|Afro]], he can unleash Afro Love!, a significantly more powerful version of Love!. It now bounces twice (travelling nearly fullscreen), can no longer hit Faust himself, Guard Crushes on block and does more damage. As it still stays out when Faust is hit, it is a ridiculously dominant option in neutral if Faust manages to get it out.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="236H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
Faust's command grab, where he quickly slashes his opponent with his scissor hands, leaving them with an Afro. The Afro is not only an aesthetic change (and makes Potemkin looks like a clown), but it also extends their hitbox upwards as well, allowing him to [https://glossary.infil.net/?t=Fuzzy%20Attack f-shiki/instant overhead], and allows for interesting setups and conversions. If the opponent is in Afro, and Faust hits them with a j.D, Bomb, or Meteor the opponent's Afro explodes almost immediately; on block the Afro is set on fire and explodes after a while.


The Afro explosion on hit will knock the opponent into the air, allowing for you to perform Faust's powerful anti-air combos without a jumping opponent or meter start. This happens most consistently off of a hit j.D on an Afro'd opponent.
===<big>Scarecrow</big>===
{{InputBadge|{{clr|P|214P}}/{{clr|K|K}}/{{clr|S|S}} (Hold OK)}}
{{GGST Move Card
|input=214P, 214K, 214S
|versioned=input
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|title='''{{Prompt|GGST|P}} and {{Prompt|GGST|K}} Scarecrow (Uncharged)'''|input=214P|startup=54|active=23|recovery=10|frcStart=11|frcEnd=11}}
{{#invoke:GGST-FrameChart|drawFrameData|title='''{{Prompt|GGST|S}} Scarecrow  (Uncharged)'''|input=214S|startup=50|active=17|recovery=36}}<small>({{tt|Note|The squares with a yellow underline indicate the first frame that you can Roman Cancel and teleport to a Scarecrow.}})</small>
|description=


Afro does not extend their hurtbox upwards when landing during blockstun. This makes fuzzying off airblocked normals impossible.
* Values in brackets ([]) represent full charge
* S Scarecrow typically hits on around the 9th active frame, and will be -31 [-26].


During the throw, items will continue to fall to the ground and can be picked up by players, activating their effects. Damaging items won't do anything, afros will be overridden by Snip Snip Snip's afro, and healing items will still give health back.  
An outstanding surprise attack and movement option when combined with Roman Cancels or Items, but near useless without.  


[Needs validation]
All versions summon two scarecrows: one in front and one behind the opponent. Without meter or items, they are very slow and easily punishable: a small dash into a low recovery attack can beat all 3 on reaction, as the opponent will automatically turn to face the correct direction.
Marginally larger range than regular throw.


[Needs validation]
With Meter however, Faust can purple roman cancel the startup to teleport nearly instantly, without having to wait for the rest of the animation. This is an ''incredibly'' powerful movement option, giving mixups from anywhere on the screen.
Afro explosions acts as a great cover for frame trap attempts, as cS is normally minus on block.


[Needs Research]
If an Item is about to hit the opponent, teleporting behind them can give an unreactable crossup that can then combo into the Scarecrow.
How plus is Afro explosion on airblock?
Total duration? Frames to afrosplosion?
</div>
</div>


===<big>Love</big>===
*{{clr|P|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. Fausts eyes will glow before attacking for both the {{clr|P|P}} and {{clr|K|K}} version, showing his position.
<span class="input-badge">'''{{clr|1|j.236P}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Love.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="j.236P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====


* Explosion affects both players
*{{clr|K|214K}}: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears, even if the opponent is cornered. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins.
* Can be used to activate a Small Faust manually when the opponent is avoiding them


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.
*{{clr|S|214S}}: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Faust is invulnerable during the startup, though he can still be hit by burst, and antiaired once he starts falling.


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).
On hit, {{clr|P|214P}} and {{clr|K|214K}} cause a wallbounce close to the corner, but otherwise do not combo.


Can be challenged if someone jumps up to meet you, or runs all the way underneath you before Love! falls.
All versions can be charged, but their incredibly slow speed makes their use very  limited. {{clr|P|214[P]}} and {{clr|K|214[K]}} are plus on block, while {{clr|S|214[S]}} (Overhead) is still unsafe. All Scarecrows can be delayed by holding the button, and will attack as soon as the button activating them is released (after the usual startup). They will not gain the charged scarecrow frame data until full charge, however.


<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>


===<big>Scarecrow</big>===
<span class="input-badge">'''214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}} (hold OK)'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Scarecrow_Formation.png|P, K, and S
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_PKCROW.png|P and K
GGST_FA_HB_Scrow.png|S
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Faust" and (input="214P" or input="214K" or input="214S")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->


* Values in brackets ([]) represent full charge
===<big>What Could This Be?</big>===
{{InputBadge|{{clr|P|236P}}}}
{{GGST Move Card
|versioned=input
|input=236P
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236P|recovery=15|isProjectile=yes|frcStart=27|frcEnd=27}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the Item.}})</small>
|description=
 
Faust reaches into his scrubs and grabs an item at random to throw. Generally, items are thrown in huge an upward arc. Items have the potential to cause huge shifts in momentum for and against Faust, and many can be interacted with by both players.
 
As there can be multiple items on screen at once, sometimes the game can devolve into pure chaos as Faust continues throwing items as the opponent cowers at fullscreen.


A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent.  
What Could This Be? is generally unsafe to do on block and in neutral, being -22 at best when cancelled into from normals. Usually items are safe to toss on any kind of knockdown, or if the opponent is very far away. It can be risky to throw items in neutral, depending on the range and the matchup.
}}


*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.
===<big>What Could This Be? (Item Store)</big>===
{{InputBadge|{{clr|P|236[P]}} and {{clr|P|22P}}}}
{{GGST Move Card
|versioned=input
|input=236[P],22P
|frameChart=
{{#invoke:FrameChart|drawFrameData
|title    = '''Eat'''
|startup  = 28
|active  = 0
|recovery = 4
|cancelStart1=13
|cancelEnd1=13
}}
{{#invoke:FrameChart|drawFrameData
|title    = '''Spit'''
|startup  = 26
|active  = 0
|recovery = 15
|isProjectile = yes
}}
<small>{{tt|Note|The Startup on Eat indicates how long it takes for the item to be stored. i.e. if Faust is interrupted before frame 28, he will not keep the item.<br> The Yellow Underline indicates at what time (after frame 12) 236[P] is locked in over 236P}}</small>
|description=


*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.
Holding P while doing item toss allows Faust to store the item for later instead of immediately throwing it. Spit tosses the stored item, and is otherwise identical to Item toss.  


*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.
<b>What Could This Be? (Eat)</b> ({{clr|P|236[P]}}) stores an item for later. Faust must commit to either Eating or Tossing before he knows the item. Eating while an item is already stored will overwrite the previous item, and stored items do not effect which items can be thrown with Item Toss. If faust eats a donut or banana, he will gain the health instead of storing it, and will spit a peel in the case of banana.  


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.
Eat's faster speed than Item toss makes it a better option on block, although it is still fairly risky to do (being -13 at best), for little tangible benefit. It is feasible to do in corner combos, for example after {{clr|H|5HH}} and {{clr|H|6H}}. It is up to the Faust to try and make this move worthwhile to do, as it does not make his attacks safer than they would otherwise be, so he must try and make use of knowing the next item.


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.
<b>What Could This Be? (Spit)</b> ({{clr|P|22P}}) spits out a stored item. It is identical to Item Toss except that Faust knows which item it will be, allowing him to do tosses that might otherwise be ill-advised. Making use of this information will require knowledge of item specific setups or combos and a lot of effort. Nothing will happen if the input is performed with no item stored.
</div>
 
</div>
Both Eat and Spit are CH recovery, like item toss.


==Items==
===<big>Bomb</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Bomb.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_BOMB.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and name="Bomb"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
==<big>Items</big>==
Faust can throw a random item, which has various effects.  


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.
Items can be thrown by [[#What Could This Be?|What Could This Be? (Toss)]],  [[#What Could This Be? (Item Store)|What Could This Be? (Spit)]],  [[#W-W-What Could This Be?|W-W-What Could This Be?]] and [[#W-W-W-W-W-W-W-W-W-What Could This Be?|W-W-W-W-W-W-W-W-W-What Could This Be?]], but are identical in function regardless of the move used to throw them.


Each Item has a fixed chance of being thrown. There can only be one of each item marked with a * on screen at a time.


</div>
* Common (about 15%): [[#Hammer|Hammer]], [[#MiniFaust|Mini Faust]]*, [[#Bomb|Bomb]], [[#Trumpet|Trumpet*]]
</div>
* Uncommon (about 10%): [[#100T Weight|100T Weight]], [[#Afro|Afro]]
* Rare (about 5%): [[#Meteoers|Meteors]]*, [[#Banana|Banana]]*, [[#Banana|Peel]]*, [[#Donut|Donut]]*
<div class="mw-collapsible mw-collapsed" data-expandtext="Open" data-collapsetext="Close" style="width:350px;">
Show Graph and Exact Item Chances
<div class="mw-collapsible-content" >
[[File:GGST Faust ItemChances.png|800px]]
</div></div>
Items can bounce off the wall if thrown very close to it; this causes the item to bounce off it and fall sooner. This is generally not useful and disrupts pressure. Items can all be batted towards the opponent with {{clr|D|5D}} - however, they won't gain a hitbox until they touch the ground, so this is generally not useful.
 
====<big>Bomb</big>====
{{GGST Move Card
|input=236P Bomb
|description=
* Activates 235f from the start of [[#What Could This Be?|What Could This Be?]] (usually, see Stats For Nerds)
 
The bomb will explode after a set period of time. Once it lands, ''both'' players can use attacks to knock the bomb around, and the explosion will hit both players.
 
You can hit it at varying angles depending on which move you use, for example; {{clr|S|2S}} will send it extremely high up and low recovery moves like {{clr|P|2P}} or will leave you open to re-return it. See the [[GGST/Faust/Strategy#Bomb_2|Strategy]] section for more Tennis advice. Hitting the bomb acts similarly to hitting an opponent, with both {{keyword|hitstop}} and all your normal cancels available.
 
The explosion can cover for more item tosses, approaches, or even be used to convert from unusual hits, both in neutral and in setplay. Has a huge launch on hit, which will launch away from the explosion. It also triggers Minifaust and ignites Afros.


===<big>Banana</big>===
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Banana.png|Banana
GGST_Faust_Banana_Peel.png|Peel
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and name="Banana"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>


===<big>Donut</big>===
====<big>100T Weight</big>====
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236P 100T Weight, 236P Earthquake
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=
GGST_Faust_Donut.png|
|description=
</gallery>
 
</div>
* Becomes active 26f from the start of [[GGST/Faust#What_Could_This_Be?|What could this be?]]
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and name="Donut"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
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.
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>


===<big>Afro</big>===
Faust throws a heavy weight up into the air, which then falls with a fullscreen shockwave that can hit both players, for a debilitating Guard Crush or Hard Knockdown. The weight itself can also hit the opponent on the way up and down.
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Afro.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and name="Afro"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
Falls slowly. Grants whoever touches it a glorious afro.


Afro extends the victim's hurtbox upwards so long as it is there. Characters with afros are more susceptible to instant overhead setups. Faust, luckily, is quite low during his crouch animation, so he's less affected.
Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.  


Moves with fire property ignite the afro on block, causing it to explode after a short while. This bolsters Faust's ability to mix the opponent. An attempt to go after an opponent's defensive jump/throw break with c.S will still be plus if it's followed by 'Fro-splosion
When thrown in neutral or from far away, Faust has many options to contest the air if the opponent jumps, {{clr|H|j.H}} being especially notable. This provides a great opportunity to approach and start pressure, even more so if they choose to block or backdash. Alternatively, there is enough time for Faust to throw a second item and then jump or backdash and still avoid the shockwave, which can be hard for the opponent to punish as they avoid the weight themselves.


All moves with fire property explode the afro on hit, causing it to explode immediately.
When thrown on a hard knockdown, {{clr|S|c.S}} and {{clr|K|5K}} are particularly useful as they can be jump cancelled to avoid the shockwave. Once the opponent block the 100T, the resulting guard crush creates a very powerful situation for Faust. See the [[GGST/Faust/Strategy#100t_Weight|Strategy page]] for further advice on Oki.
}}


A character wearing an afro loses upper body invincibility on their 6P. [https://twitter.com/MrAnnual/status/1418379278866165766 Source]
====<big>Donut</big>====
<!--Insert text below the =s and above the 2 /divs-->
{{GGST Move Card
</div>
|input=236P Donut
</div>
|description=


===<big>Hammer</big>===
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.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Hammer.png|
</gallery>
|-|
Hitboxes=


<gallery widths="210px" heights="210px" mode="nolines">
If a donut is eaten with {{clr|P|236[P]}} it will not be stored and will instead immediately restore faust's health. The previously stored item will not be overwritten if a donut is pulled and eaten.
GGST_FA_HB_Hammer.png|
</gallery>


</tabber>
If a donut is out, Faust cannot throw a second one.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and name="Hammer"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
====<big>Banana</big>====
<!--Insert text below the =s and above the 2 /divs-->
{{GGST Move Card
</div>
|input=236P Banana
</div>
|description=


===<big>Small Faust</big>===
Faust throws a banana. Like the Donut, eating it grants a small amount of health. After being consumed by either player, the peel is flung backwards roughly one character length, where it has a persistent hitbox and can make characters slip when touched, briefly making them airborne for a possible air follow up and ruining some ground-based set-ups.  
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Small_Faust.png| Can I buy one of these?
GGST_Faust_Small_Faust_Walk.png| It's alive?
GGST_Faust_Small_Faust_Angry.png| And it hungers for blood!
GGST_Faust_Small_Faust_Attack.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_MINIFAUST.png|
</gallery>


</tabber>
It is also possible for Faust to randomly toss a lone peel, which makes oki and pressure with it more straightforward.  
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and name="Small Faust"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* 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.
If either a peel or a full banana are out, Faust cannot throw a second one; both banana and peel exlude each other, as well as themselves. Can be batted by {{clr|D|5D}}, in an attempt to force feed your opponent. Also works if Faust only throws the peel, though neither will have a hitbox until they land.


Small Faust acts as great cover for more items, Scarecrow mix [potentially], and covering throw/strike mix.
If a banana is eaten with {{clr|P|236[P]}} it will restore Faust's health and store a peel. If just a banana peel is eaten, no health will be restored.


<!--Insert text below the =s and above the 2 /divs-->
Disrupts most ground based approaches including supers with the exception of Heavy Mob Cemetery
</div>
}}
</div>


====<big>Afro</big>====
{{GGST Move Card
|input=236P Afro, Afro Explosion
|versioned=input
|description=
Afro falls slowly from Item throw, and grants whoever touches it a '''glorious''' Afro. The Afro functions as an additional hurtbox for whomever is wearing it, and can also be lit on fire.


Afro acts as a large additional hurtbox on the wearer head at nearly all times, generally extended their hurtbox greatly upwards. This makes most characters vulnerable to instant overheads with rising {{clr|D|j.D}} or {{clr|K|j.K}}. Rising {{clr|D|j.D}} is especially potent, as it will also cause the Afro to explode, netting Faust a full conversion. It also dramatically reduces the effectiveness of the {{clr|P|6P}} upper body invulnerability for most characters.


===<big>100T Weight</big>===
Moves with fire properties, such as {{clr|D|j.D}}, Love!, Bomb, and Meteors, as well as certain moves from other characters, can ignite the Afro. On fire attack hit, the Afro will explode quickly, whereas on fire attack block it stays Flaming for a few seconds before exploding.
<div class="attack-container">
<div class="attack-gallery">


<tabber>
Only the first hit (if that hit has fire) on a Flaming Afro will cause it to do a quick pop. <sup>potential bug</sup> <br>
Images=
If the Afro is currently not Flaming, any fire attack on hit (whether in a combo or not) will cause a quick pop, as it is necessarily the first hit on the flaming afro. However, if the Afro is set Flaming on block, it will only do a quick pop if the ''next hit'' is a fire move.
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_100T_Weight.png|
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_Weight1.png|
GGST_FA_HB_Weight2.png|
</gallery>


</tabber>
In practice this means that hitting a Flaming Afro (but '''not''' having the opponent block) with any move '''without''' fire will 'deactivate' the quick Afro pop. Whether the fire move is combo'd into or not does not matter, and the Afro will pop at the slow timing set by whatever fire move was blocked previously.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and name="100T Weight"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->


*Guard Crush on Block (Screen Shake)
* Moves that are 'fire attacks' turn the opponent red, with flames, on hit. A full list is on the Strategy Page, linked below.
*Launch on Hit
* The Afro Item does not have a hurtbox (and cannot be picked up by an opponent) until it lands.
* The Afro is also applied by {{MMC|input=236H|label={{clr|H|236H}}}} ([[#Snip_Snip_Snip|Snip Snip Snip]]).
* If Faust uses [[#Love|Love!]] with an Afro on, Love gains additional properties.


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.
For further details on the mechanics, and further advice on using the Afro, see the [[GGST/Faust/Strategy#Afro|Strategy Page]].
}}


Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.
====<big>Meteors</big>====
{{GGST Move Card
|input=236P Meteors
|description=
Faust throws a molten rock up high off screen. After a long wait, it and several more meteors come hurtling back down at a slight angle toward the opponent.


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.  
A truly ridiculous item, hitting fullscreen and anywhere on the screen, skipping neutral entirely and providing Faust with left rights and free pressure from anywhere on the screen. Nearly impossible to contest, as like all items it will stay out even if Faust gets hit. Luckily for your opponents, it is very rare.


</div>
Every meteor of this move causes Guard Crush state, leaving players incredibly vulnerable to crossups while blocking it (as every new hit needs to be blocked correctly), and guard crush strike throw even if they do block it. Is incredibly plus on block and groundbounces on hit, giving ample time to confirm into a further combo or more item tosses.
</div>


===<big>Horn</big>===
6 Meteors fall, though their very random spread means that anywhere from zero to six can actually hit the opponent. The blast zone is generally in front of Faust, and based mostly on the camera position. Running forward as they begin falling makes them more likely to whiff, but is not reliable. This is the only item that has a significant RNG component beyond simply which item is tossed.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Horn.png|Throw your opponent your neutral tool
GGST_Faust_Crowd.png|Then get sad as your kin tramples you over
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_Trumpet.png|https://twitter.com/tori3_/status/1408090841516634114?s=19
</gallery>


</tabber>
If there is a meteor on screen, Faust cannot throw a second set (though it's not like he needs to).
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and name="Horn"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
====<big>Mini Faust</big>====
<!--Insert text below the =s and above the 2 /divs-->
{{GGST Move Card
</div>
|input=236P Mini Faust
</div>
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236p|startup=12|active=5(10)5(47)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2|recovery=0}}<small>({{tt|Note|The lunge will typically have 13 active periods, but can have fewer if minifaust makes contact with the opponent during the lunge. Will never connect with all hits, many will whiff.}})</small>
|description=
''For more details on this item's behaviour and mechanics please see the [[{{PAGENAME}}/Strategy#Playing_Around_with_Items|Strategy page]].''
----
A miniature plush acting as a mobile landmine. Once on the ground, it walks back and forth harmlessly, until it is triggered into action by the opponent touching it or hitting it in any way.


===<big>Meteors</big>===
When activated, it immediately performs two stomps on the ground in quick succession. This is followed by a long pause, before flinging itself towards the opponent wth a flurry of attacks. The gap between the stomps and leap is very large, allowing opponents to move out of the way of the leap, even if the stomps hit.
<div class="attack-container">
<div class="attack-gallery">


<tabber>
Mini Faust is very versatile. In neutral it heavily disrupts the opponent and is a general nuisance. This allows safer item tosses or cover otherwise unsafe approaches. If the opponent activates it, you can use the delay of its leap to set up a Scarecrow crossup, or go for a Throw before it would hit. If placed on a knockdown it provides incredibly strong strike-throw situations, particularly when paired with the multi-hitting {{clr|K|2K}}. Because it stays out, even if Faust is hit, it makes {{keyword|abare}} extremely challenging.
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Meteors.png|Neutral skipper
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_Meteor.png|
</gallery>


</tabber>
* If there is already a Mini Faust on Screen, Faust cannot throw a second one. They are a unique and wonderful Fellah.
</div>
* Mini Faust is activated by anything that could also hit Faust. This includes Faust's own [[{{PAGENAME}}#Bomb|Bomb]], [[{{PAGENAME}}#Love|Love]], and [[{{PAGENAME}}#Trumpet|Trumpet]]. This does not include Red Roman Cancel, {{MMC|chara=Potemkin|input=236S|label=Slidehead}}, or the Shockwave from [[{{PAGENAME}}#100T Weight|100T Weight]], as these cannot hit Mini Faust.
<div class="attack-info">
* Upon landing, Mini Faust walks a set distance forward, then turns around to where they first landed, before turning back again until off-screen.
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and name="Meteors"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====


*Guard Crush on Block
====<big>Trumpet</big>====
{{GGST Move Card
|input=236P Horn
|description=
Throws a trumpet. Whoever picks it up one it falls to the ground summons a Mini Faust Army that charge across  the entire screen towards the other player.
 
A cloud of music notes will appear around said player, summoning The Horde. The Horde will appear in the very far corner of the stage (even if this is offscreen) and move at the same speed, ''regardless'' of where the trumpet is picked up. This means The Horde will take a different amout of time to arrive depending on where you are. Will hit an unpredictable amount of times, depending on how exactly The Horde is feeling today.
 
If you pick it up, the opponent will either be forced to block, allowing you to freely start or continue pressure, or try to jump into the air where Faust can easily swat them down. If the opponent picks it up, they can do the same to you.
It can save/ruin combos, scrambles and whole rounds, so make sure to jockey for it, using all the movement options you have available to you. Swinging wildly at the opponent as they try to grab it is also a good option.


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.
If thrown on a hard knockdown, it can often be extremely challenging to collect as it falls directly on to yoru opponent. Using metered options like Mix Mix Mix RC, picking it up with scarecrow, or just shoving them away with the huge pushback of {{clr|H|5H}} and then scrambling for it are often the best you can do.


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).
If a trumpet is already on screen, Faust cannot throw a second one.
<!--Insert text below the =s and above the 2 /divs-->
}}
</div>
</div>


==Overdrives==
====<big>Hammer</big>====
{{GGST Move Card
|input=236P Hammer
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236p|startup=1|active=98|recovery=0|cancelStart1=68|cancelEnd1=68}}<small>({{tt|Note|The yellow underline indicates when the hammer bounces. Only the last 40 or so active frames typically affect standard gameplay.}})</small>
|description=


* Becomes active 26f from the start of [[GGST/Faust#What_Could_This_Be?|What could this be?]]
* Can be batted by {{clr|D|5D}}, allowing Faust to use a thrown Hammer more aggressively.
* Can hit immediately at point-blank range on {{Character Label|GGST|Axl Low|label=Axl}}, {{Character Label|GGST|Anji Mito|label=Anji}}, {{Character Label|GGST|Faust|label=Faust}}, {{Character Label|GGST|Potemkin|label=Potemkin}}, {{Character Label|GGST|Nagoriyuki|label=Nagoriyuki}}, and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +22 on hit.


===<big>Bone-crushing Excitement</big>===
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.
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Bone-crushing_Excitement_1.png|
GGST_Faust_Bone-crushing_Excitement_2.png|The damage this causes by just hitting your shins is the most realistic thing about this game.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_BCE.png|
</gallery>


</tabber>
The hammer is an active hitbox the second it leaves Faust's hand, meaning it can catch opponents trying to counter item toss with a preemptive jump in. It's presence in general forces your opponent to stay back and let you get more items in.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="632146H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->


*Does not interact with the wall
==Overdrives==


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.
===<big>Bone-crushing Excitement</big>===
{{InputBadge|{{clr|H|632146H}}}}
{{GGST Move Card
|input=632146H
|frameChart=auto
|description=


The attack is quite slow, so it's liable to be blocked against fast-recovery meaty options.
* Hitting an opponent in the corner causes a Wall Break and leaves Faust +36 afterwards.


In some cases, doing a quick confirm into super is a great way to avoid having your combo burst.
Faust's only invincible {{keyword|reversal}}. If used to break the wall, Faust can get a safejump after the hard knockdown, although this is harder to execute against faster reversals. If the move doesn't break the wall, Faust still has time for a {{keyword|meaty}} {{clr|S|c.S}}, but not enough time for a safejump. {{keyword|OTG}} {{clr|D|2D}} is also an option if it's needed to finish off an opponent. If the initial dive hits OTG the full animation will not initiate, dealing only the initial portion of the damage and leaving Faust very punishable.


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.
This Overdrive has much longer startup than most other reversals, so it's liable to be blocked against fast-recovering meaty options. However, by using [https://streamable.com/s1hyal Purple Roman Cancel to cancel the super during the startup], Faust retains invulnerability frames to avoid attacks and punish with any option of his choosing (and this only costs 50% Tension since the move doesn't actually activate). This is a fantastic reversal option, as Faust can grab to punish an opponent's meaty while not committing to an attack in case they chose to jump or block to bait it.


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.
Because RC startup is not invulnerable, Faust can get hit out of the PRC by cancelling the super too early or if the opponent chooses a delayed or highly active meaty option. Because neither the move nor the RC had time to complete, no meter will be spent in that situation.  
</div>
}}
</div>


===<big>W-W-What Could This Be?</big>===
===<big>W-W-What Could This Be?</big>===
<span class="input-badge">'''{{clr|1|236236P}}'''</span>
{{InputBadge|{{clr|P|236236P}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236236P
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236236P|active=0|recovery=30|isProjectile=yes|cancelStart1=5|cancelEnd1=5|cancelStart2=12|cancelEnd2=12|cancelStart3=19|cancelEnd3=19|cancelStart4=26|cancelEnd4=26}}<small>({{tt|Note|The squares with a yellow underline indicate the frames that you can Roman Cancel and maintain the first, second, third and fourth Item respectively.}})</small>
GGST_Faust_W-W-What_Could_This_Be.png|
|description=
</gallery>
 
</div>
Faust reaches inside his scrubs to toss 4 items in rapid succession. Because there's no item lockout, the resulting situation if {{MMC|input=236P|label=[[{{PAGENAME}}#What Could This Be?|Item Toss]]}} keeps being used afterwards can get very silly. It can be used to dominate neutral, provided Faust's far away enough from the opponent or has gotten a knockdown. Potentially strong option after a successful gold burst. As usual, mileage may vary depending on the matchup and what items come out.
<div class="attack-info">
 
{| class="wikitable attack-data"
If a {{MMC|input=236P Horn|label=[[{{PAGENAME}}#Trumpet|Trumpet]]}} is on the stage and Faust has control of it, using this before picking it up guarantees he won't toss another one, which can result in a very favorable situation.
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|where=chara="Faust" and input="236236P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
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.
</div>
</div>


===<big>W-W-W-W-W-W-W-W-W-What Could This Be?</big>===
===<big>W-W-W-W-W-W-W-W-W-What Could This Be?</big>===
<span class="input-badge">'''{{clr|1|236236236P}}'''</span>
{{InputBadge|{{clr|P|236236236P}} with 100% Tension}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input= 236236236P
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=236236236P|startup =2|active=0|recovery=47|isProjectile=yes
GGST_Faust_W-W-What_Could_This_Be.png|
|cancelStart1 = 2
</gallery>
|cancelEnd1 = 2
</div>
|cancelStart2 = 6
<div class="attack-info">
|cancelEnd2 = 6
{| class="wikitable attack-data"
|cancelStart3 = 10
{{FrameDataHeader-GGST}}
|cancelEnd3 = 10
|-
|cancelStart4 = 14
{{#cargo_query:tables=MoveData_GGST
|cancelEnd4 = 14
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln=inv
|cancelStart5 = 18
|where=chara="Faust" and input="236236236P"
|cancelEnd5 = 18
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|cancelStart6 = 22
|cancelEnd6 = 22
|cancelStart7 = 26
|cancelEnd7 = 26
|cancelStart8 = 30
|cancelEnd8 = 30
|cancelStart9 = 34
|cancelEnd9 = 34
|cancelStart10 = 38
|cancelEnd10 = 38
}}
}}
|}
|description=
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Spends 100% Tension to throw 10 items in rapid succession.
*Spend all your bar. Get 10 Items.
* It is not possible to cancel into this overdrive.
*Might not be memes because meter gain is ridiculous.
</div>
</div>


{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}
Secret super. Big meme. This could become an option if "playing lame" for the whole match or after gaining [[GGST/Gauges#Positive Bonus|Positive Bonus]] with a meterless wall break. However, Faust will always find safer and better use of meter by exploring other options such as [[GGST/Movement#Roman Cancels|Roman Cancels]].


==External References==
Though '''wildly''' impractical, 100T and Hammer can hit on frame 2 if thrown as the first item, making this technically the fastest {{keyword|abare}} in the game. Both will usually whiff above the opponents head, even if they are technically fast enough.
}}


==Colors==
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|summary=An enigmatic doctor with a grim past. Able to bring in <i>random</i> items, creating a hectic and ever-changing battle.}}
[[Category:Guilty Gear|Faust]]

Latest revision as of 10:26, 25 March 2024

Overview

Overview

With a unique blend of dominant mid-range zoning, a terrifying command grab, and his signature RNG-powered items, Faust is a hybrid zoner who thrives creating chaos on the battlefield.

Faust's far reaching scalpel makes him excellent at controlling space in neutral, while his outstanding light attacks provide one of the best suites of anti-airs in the game. Once he lands a hit, Faust can build advantage with What Could This Be?GGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage-, which throws a random item, including; a bomb that can ping-ponged by both players, a little chibi demon doll thingy, unstoppable meteors of doom, and a donut. Sometimes Items can cover for more item throws, leading to very chaotic game states with lots of room for improvisation for both Faust and the opponent. Many Items can damage Faust himself, and do not go away even when Faust is hit, meaning they must be dealt with by both players.

When Faust chooses to get close he has excellent strike throw, bolstered by his outstanding command grab, Snip Snip SnipGGST Faust 236H 1.pngGuardGround ThrowStartup6Recovery41Advantage-, which gives the opponent a huge Afro! The AfroGGST Faust Afro.pngGuardNoneStartup110 To LandRecoveryAdvantage- can be then set on fire, and its huge size makes the opponent taller enabling very powerful sequences filled with instant overheads and high low mixups. The delayed explosion from the Flaming Afro enables a terrifying 4-way mixup that is incredibly difficult to defend against and leaves Faust in a great situation even if blocked.

Many Items also give scary mixup opportunities if thrown on a hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc., including unreactable left/rights, F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups, and some of the hardest to contest strike/throw in the game. Though sometimes you'll throw them a trumpet and get trampled by your own minions and be very sad.

With meter, Faust gains access to ScarecrowGGST Faust 214X.pngGuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7] PRC, a very fast fullscreen teleport that can come from any direction, which can then be combined with either items or command grab to jumpscare your opponent from anywhere on the screen. Metered Item-based mixups are limited only to the player's imagination, and Item SuperGGST Faust 236236P Items.pngGuardStartup1+3RecoveryTotal 33AdvantageN/A allows him to immediately fill the screen with Items.

While on defense, Faust also has unusual options; his ReversalGGST Faust 632146H 1.pngGuardAllStartup16+5Recovery48Advantage-32 is slow to use on its own, but can be Roman Cancelled to use the invulnerability without having to wait for the attack to come out. He has large hurtboxes both on the ground and in the air, and is the tallest character in the game - except when he decides to Crawl and be the shortest (and widest) character in the game, letting him low profile under many attacks that other characters cannot.

Faust is recommended for players who like to control the neutral game, paired with strong mixup & okizeme, and enjoy subjecting their opponents to very chaotic game states with lots of room for creativity & situational improvisation.
Faust
GGST Faust Portrait.png
Damage Received Mod
×1.02
Guts Rating
0
Prejump
4F
Backdash
20F Duration
1-5F Invuln
1-15F Airborne
Unique Movement Options
Crawl, Mix Mix Mix, Scarecrow, Steerable Air Dash
Fastest Attack
5P (5F)
2K (5/8F)
Reversals
Bone-crushing Excitement (21F)
 Faust is an unorthodox character who tosses randomized items to cause chaos that is usually in his favor.
Pick if you like Avoid if you dislike
  • Interesting and chaotic situations that require quick adaptation and a flexible gameplan.
  • Unorthodox tools that make Faust feel and play differently to other characters.
  • Big attacks to control screen space and keep the opponent away.
  • Unique movement options that allow a variety of ways to approach, when you choose to.
  • Varied and powerful setplay though his command grab and items.
  • RNG based moves and an unusual playstyle that can feel unstable and inconsistent.
  • Defensive options that requires specialized knowledge, and are not always applicable.
  • Large hurtboxes both in the air and on the ground, that can often feel unwieldy.
  • Highly specialized tools that require either very careful usage or items to mitigate their weaknesses.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
25 All 5 4 8 -2
Total: 16

Faust's fastest normal, with deceptively good range for a 5 frame button. Great for challenging small gaps or stuffing approaches in neutral.

Can gatling into 6P to confirm into either Item Toss or Mix Mix Mix. In situations where confirming is not possible or spacing is unfavorable, chaining multiple 5Ps into 2P at max distance creates a neutral situation for Faust.

On grounded Counter Hit, links into 5K > 2D for a hard knockdown, but the window to hit confirm is very tight.

Gatling Options: 5P, 2P, 6P, 6H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 All 7 8 8 -2
Total: 22

A truly outstanding anti air with quick startup, many active frames, and quick recovery. If it counterhits or hits high enough, can combo into 6H > K Scarecrow for enormous damage near the corner, though it still converts very well when not near the corner.

Faust's hurtbox is incredibly tall during this move, so it can lose to certain deep jump-in attacks; however, his hurtbox doesn't extend forward at all during the startup, making it very hard to beat in the air from the front. On airblock, dash cancelling leaves Faust very plus, giving him the opportunity to immediately begin pressure.

Its fast speed and low recovery make it useful as a grounded poke also, though the recessed lower hitbox means that it can be low profiled very easily at a distance. As it is both jump and dash cancellable, it is an invaluable tool during combos, both in the corner and out.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 All 8 6 12 -1
Total: 25

One of Faust's highest reward and go-to pressure starters. Excellent at catching attempts to escape a throw, whether jump or backdash. Routes into some of Faust's highest damage conversions at mid-screen and corner, making it the preffered punish where possible.

Unusually, Faust's c.S is minus on block, though the huge variety of gatlings such as f.S, 2S, and 2D allow Faust to easily Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. an opponent's attempts to challenge. Once an opponent is conditioned to respect the c.S, Faust can start dashing in to do Tick Throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s and reset pressure, among other things. Faust has a particularly hard time catching backdash after a c.S blocked with faultless defense.

A core component in nearly all of Faust's combos, facilitated by jump and dash cancel.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
34 All 12 2 20 -8
Total: 33

Faust's longest reaching poke. Excellent zoning & whiff punish tool. Gatlings into 2H at most ranges; however, it will whiff at max range. At this range, options include recovering raw, loosely counterpoking with delayed gatlings, or special cancelling into Item Toss (f.S > Item Toss puts Faust in roughly 24f of punishable CH state, making this option highly situational).

Challenges ground approaches very well, but vulnerable to low profiles, jump-ins, and repeated dash blocking. It has a particularly extended hitbox on startup, making it fairly easy to counter poke. Mix well with low-commitment pokes like 2P, low j.2K, and 5K to avoid becoming predictable.

On Counter Hit, confirms into Thrust at midrange or on crouching opponents at any range. Confirms at all ranges into Mix Mix Mix for a Hard Knockdown.

Gatling Options: 5H, 2H

5H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
5H 40 All 13 8 18 -7
5HH 60 27 3 27
Total: 38
Total: 56
  • Pressing H again after a successful grounded 5H hit will perform a follow-up attack that scores a hard knockdown. This has no effect at all on block or whiff. The followup will not activate at max 5H range.
  • Opponent will immediately be pulled up and toward Faust, but can still burst or be hit by projectiles

A slow but dominant attack with a disjointed hitbox and significant pushback on block. Useful as a Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. from attacks like c.S and 2S, where it functions as a safe pressure ender.

5H is a very strong preemptive counterpoke in and around max 2P range, with its disjointed hitbox, high amount of active frames, and complete lack of hurtbox extension on startup. The high hitbox placement means it can also hedge well against most IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. approaches, though it is vulnerable to low profile attacks. Fairly high recovery on whiff, but very safe on block due to enormous pushback. This pushback makes 5H a strong countermeasure to dash blocking, forcing opponents to take risks to approach or be sent back to where they started.

On Counter Hit, confirms consistently into Thrust. On regular hit, the hard knockdown from 5HH gives Faust enough time to Item Toss and still be plus (about +34), or even toss two items and be slightly negative (about -6). In the corner, 5HH leads to a very high wall bounce, leading to many of Faust's highest damage wallbreak combos.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
5H 90% 4 Large -4 2500 1000 300 80%
5HH HKD +46 [HKD +85] 2000 700

5HH:

  • Values in [ ] are for the Wall Bounce version - will vary significantly depending on distance from the wall.
  • Despite the listed 27f startup, Faust will begin pulling back the opponent immediately upon activating the Followup.
  • The opponent can be hit by projectiles (likely Faust's own items) during the startup, which will knock them out of the animation, and the followup hit not activate, though Faust will still play the animation.
  • The risc loss of 5HH is applied by the initial yoink rather than the damaging hit, but the does not scale the 60 damage hit of 5HH itself.
  • If the opponent bursts at the top of the pull back, they will sideswap.
  • Faust is unable to take any action during the startup of the followup, including Roman Cancels, and so is completely unable to avoid this sideswap.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Uncharged 40 High 20 3 26 -15
Charged 50 High 28 3 26 -10
Total: 48
Total: 56
Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack with a tight window to react. Conversions after hit only possible with meter or Items in play. Can be rotated with 2D out of 5K, 2K, or c.S for a high/low mixup.


Charged Dust
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/airdash cancel will activate the homing jump finisher, causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Similar to the uncharged version, but slower and more easily reactable with much higher reward on hit. Useful while items are in play to lock the opponent down or hide the attack with visual noise.

Faust's 5[D] can also reflect certain projectiles, though this seems to be more of a fun bonus effect than an actually useful mechanic. The long start-up and short reflect window makes it difficult to time properly, and most "successful" reflects net Faust little to no benefit at all.

Both 5D and 5[D] can bat items, sending them in an arc across the screen. Unfortunately, this has no real uses, even impractical ones. The arc is not fixed, and will depend on the height and position of the item when it is batted. Items batted like this can also wallbounce and richocet off the wall. Items which do not usually have a hitbox before landing (like Afro) will not gain one, even while they are flying.

Faust 5[D] Reflectable Projectiles Table
Character Move
 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6
 Axl Low
  • N/A
 Baiken
  • N/A
 Bedman?
  • call 4BAGGST Bedman 236P.pngGuardAllStartup16RecoveryTotal 46Advantage-11 (Both the initial projectile and the error 6E follow-up.)
  • call 4B3GGST Bedman 236S.pngGuardAllStartup14Recovery24Advantage-12 (error 6E follow-up only.)
  • call 4B9 (Malfunction)GGST Bedman 236H.pngGuardAll (Guard Crush)Startup24~38Recovery23Advantage+3 (error 6E follow-up only, nullifies it.)

Note: For call 13CGGST Bedman 632146S 2.pngGuardStartup4RecoveryTotal 14Advantage-, the empowered error 6E follow-ups are not reflectable.

 Bridget
  • N/A
 Chipp Zanuff
  • Gamma BladeGGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage-

Note: Any damage destroys these projectiles, though 5[D] does actually reflect shurikens

 Faust
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- / Love (With Afro)GGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage- (Projectile only.)
  • HammerGGST Faust Hammer.pngGuardAllStartup1RecoveryAdvantage-
  • MeteorsGGST Faust Meteors.pngGuardAll (Guard Crush)StartupAbout 70RecoveryAdvantage- (Will usually reflect only 1, you will get hit by the rest.)
 Giovanna
  • N/A
 Goldlewis Dickinson
  • N/A
 Happy Chaos
  • N/A
 I-No
  • Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8
  • Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 (Nullifies it.)
 Jack-O'
  • j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage-
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage- (Nullifies it.)
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
  • Aerial Stun Edge j.236SGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- / j.236HGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-

Note: For Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4, all empowered Stun Edge variants remain reflectable

 Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12 / [4]6HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
 May
  • Arisugawa Sparkle 214P / 214KGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29

Note: All strikes destroy this projectile, but 5[D] can reflect it too, if timed properly.

 Millia rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 / 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
  • KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS) (Nullifies it)
 Nagoriyuki
  • N/A
 Potemkin
  • F.D.B. (Projectile)GGST Potemkin FDB Reflect.pngGuardAllStartup1RecoveryAdvantage+11
 Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9 / 236HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 (Follow-up explosion only, nullifies it.)
 Sin Kiske
  • N/A
 Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
 Testament
  • N/A
 Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 (Will reflect only 1, and in most cases the remaining drills will still hit you.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7 (Nullifies it.)
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Uncharged 80% 2 Mid 0 1125 3000 [1000] 700 (900) 60%
Charged 100% 4 Mid KD +36 1875 1500 [1000] 0 (200) 60%

Uncharged:

  • Hitstop on block: 20F
  • Hitstop on ground hit: 16F
  • Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19-28F)
  • R.I.S.C. Loss in [ ] refers to when 5D is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Has no additional Combo Decay on initial hit, unlike other overheads (usually adding +5 on initial hit for 10 total).
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.


Charged:

  • Hitstop on block: 20F
  • Hitstop on raw hit: 45F
  • Properties for opponent on block follow Level 4 rules.
  • R.I.S.C. Loss in [ ] refers to when 5[D] is not the initial hit of a combo.
  • Wall Damage in ( ) refers to if opponent is touching the wall.
  • Wall Damage when hit raw is increased to 700 (900).
  • Applies 5 less Combo Decay on initial hit, for 0 Combo Decay if the first hit of a combo.
  • Telegraphing orange glow appears on frame 4, and reaches full brightness on frame 5.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
25 Low 7 2 11 -3 F4-12 Low Profile
Total: 19

Low poke that leaves Faust even on hit, and plays an important role in Faust's zoning game. Its speed and recovery makes it a low risk way to stuff approaches, challenging the ground while leaving yourself available to react to jump-in attacks.

On block and hit, it can be very difficult for Faust to safely Frame Trap opponents, although its extremely high speed can make it difficult for opponents to respond quickly enough.

Significantly advantageous on Counter Hit, giving Faust the opportunity to fish for further CHs with pokes like f.S, or to reposition.

Gatling Options: 6P, 6H

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
12×3 All, Low, Low 5 2(1)3,3 12 -2
Total: 25
  • 3 hits total (Mid, Low, Low)
  • Effectively 8f startup on grounded opponents. 1st hit directly above Faust's head, will usually whiff even at point blank ranges.

Faust's go-to low option in pressure. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Gatlings into 2D as a knockdown confirm or 1F Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.. Can hitconfirm into 6P for higher reward. See the strategy page for details on Post-2K RPS.

The first hit, which hits directly above, is an excellent anti air when opponents are lingering directly overhead. 5K and 6P often whiff in this area, so 2K complements them amazingly.

Gatling Options: 6P, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 All 11 9 26 -19
Total: 45

Launches on grounded hit. A go-to Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. and combo option from c.S, converts into Mix Mix Mix on regular hit and 5K on counter hit. Cannot be counterpoked by 6P, but it has very large recovery and can sometimes whiff if a c.S is blocked with faultless defense, so use with caution.

Can be used as an antiair for catching ambiguous jump-ins directly above Faust, as its hitbox appears on both sides of Faust -- however, its slow startup often forces Faust to use it preemptively, and its whiff recovery leaves Faust highly vulnerable. Moreover, on non-CH it can be very difficult to convert well. It is usually outclassed by 2K for these purposes, which is faster, lower recovery and higher reward.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 Low 14 2 29 -12
Total: 44

A far-reaching unreactable low. It can often force opponents to dash block or block pre-emptively in neutral.

Fairly safe if blocked at maximum range, though much worse if blocked closer up. Cancelling into item toss on block is -22, which is unsafe at most spacings in most matchups. Cancelling into Monch is -13, which is a little harder to punish. Late cancelling into Mix Mix Mix or Thrust on block may catch opponents moving in to capitalize on the plus frames.

If the opponent doesn't crouch block much at a distance, letting it rock instead of a Gatling from f.S may be the way to go. It is also excellent at counterhitting the startup of projectiles and similar very spaced options in neutral, leading to a Hard Knockdown.

On normal hit, it's possible to 66RRC cancel into Mix Mix Mix or Scarecrow PRC c.S to combo from a distance.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35 Low 12 3 18 -4
Total: 32

A typical sweep that grants a hard knockdown. Similar in some ways to 2H as a neutral poke, dealing with approaches like run-up 6P while being less committal on block or whiff. On Counter Hit, routes into a loopable Mix Mix Mix.

Confirming 2K into 2D > Item Toss is a core way to set up Faust's pressure, as he will still have time to meaty after throwing an item. Can optionally add an OTG 2H before the Item Toss to send opponents fullscreen, sacrificing up-close okizeme for advantageous neutral.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35 All 9 3 32 -21 1-3 Upper Body
4-11 Above Knees
Total: 43

Dominant anti-air option with quick startup and a very high-hitting hitbox.

Faust has an odd 6P, with substantially more vertical and horizontal range than usual. When used as an antiair, the large step forward Faust takes means it can very easily whiff if the opponent is directly above. In these cases, 2K or situationally 2S will often be more effective. The fast low profile makes it slightly easier to react to IADs with than 5K, though with much lower reward.

On mid- to close-range airblock, pops opponent up and leads to an airblocked Mix Mix Mix (which is plus), or an Item Toss and a return to neutral at further spacings.

As a grounded counter poke, Faust's 6P can be dangerous to use due to enormous recovery. Cancelling into Wild Assault can help both with its poor conversions and unsafe on block situation.

Routes into Mix Mix Mix on hit, which is vital for securing a hard knockdown from kicks and punches. Liable to cross under an opponent from an air CH, which can be avoided by delaying Mix Mix Mix or steering appropriately.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
60 High 25 9 44 -34
Total: 77

A very long range, special cancellable overhead.

Its high damage and large ground bounce on air hit make it important in combos. Its huge range means it can be used occasionally in neutral, particularly when there are items on screen to overwhelm the opponent. The slow startup and fairly poor situation on block make it generally inadvisable to use as a standard overhead in pressure.

Staggers on grounded hit, followup options depend on spacing & the opponent's stagger recovery:

  • At close range (~roundstart and closer), Faust can combo into Mix Mix Mix regardless of stagger recovery.
  • On a slow stagger at any range, Faust can combo into Thrust.
  • With 50% tension, Faust can always combo into 214S PRC Snip Snip Snip.

Regardless of how quickly your opponent recovers cancelling into Thrust or What Could This Be? is safe on any hit. On counter hit, will combo into Thrust regardless of stagger recovery or range.

6H is Faust's highest damage normal and has a very large ground bounce on air hit. This makes routing into it during combos very desirable, though this is often difficult outside of anti airs. When early in a combo, air hit can route into 214K, which leads to a guaranteed Item Toss or corner combo depending on positioning. An air hit 6H cancelled into 236[P] can often be linked after near the corner.

On block, Faust's meterless options are limited and must be chosen carefully. At further ranges, Monch or even Item toss are generally unpunishable, and Thrust may clash with 6P. At close ranges, Thrust becomes vulnerable to reaction 6P, and Mix Mix Mix can frame trap (or true string depending on spacing), though it is unsafe on block.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 4 Large Stagger -19 1875 1000 500 100%
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 33F (1-25F hitstun, 26-33F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (29F and 33F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (38F and 43F respectively)
  • Opponents can be thrown while staggered, allowing comboing into throws. During the 'can only block' stage at the end of stagger, the opponent cannot jump to escape throws, meaning there is more time to combo into throws than strikes.
  • Stagger does not gain 1 addition hitstun on crouching hit, unlike other attacks.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20 High 7 4 6 +3 (IAD j.PP)
Total: 16

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. As an air-to-air, links into j.S for a full pickup at close spacings, or into j.P , j.H when the opponent is too far away to convert.

As an approach tool, down drifting IAD (IAD > tap 2) into j.P > j.P can leave Faust as advantageous as +6, allowing for tick throws into Snip Snip Snip.

Gatling Options: j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
25 High 7 5 18
Total: 29
  • Jump- and airdash cancellable

A fast jump-in and air-to-air option. Tied with j.P for Faust's fastest air button, but its recovery makes it more committal on whiff.

Rising j.K is useful for Faust's Afro pressure as an instant overhead, although it does not connect consistently across the cast (see reference table). It can similarly be used for f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups after standing guard crushes, falling j.H, etc.

Often used to cover Faust's landing in situations where j.S or j.D would be too slow. Similar to j.P's use in IAD approach, down drift IAD j.K > j.2K can leave Faust close and advantageous (+4).

As an air-to-air, j.K converts with j.K > adc[2].j.S on hit or block, leading to a combo on hit or a tight blockstring as the opponent lands. Near the corner, it can be used as a combo ender with j.K > j.D > j.236P to set up Love okizeme.

Gatling Options: j.2K, j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 High 14 3 20 +6 (IAD)
Total: 36

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
42 High 9 5 15 +8 (IAD)
Total: 28

Very long range disjointed aerial poke, that is both jump and airdash cancellable.

A crucial component of many of Faust's best corner combos, as the wallbounce allows it to link both back into itself and into grounded attacks.

Rising j.H is a great air to air for meeting opponents hanging out at the top of the screen. Doing a falling j.H takes a little longer, but the decent amount of active frames and huge disjointed hitbox make it especially hard to contest once active.

When blocked extremely low to the ground (for example after IAD[8] j.S j.H), is plus enough to f-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. overhead into j.K.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
45 High 13 6 23 +5 (IAD)
Total: 41

A very deep-hitting jump-in attack.

When the opponent has an Afro, becomes absolutely terrifying, as on hit the opponent is launched into the air for a full combo, regardless of height. Rising j.D is an extrememly powerful option. 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.

Despite its looks, is not disjointed at all.

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
39 All 10 Until Landing 9 after Landing
Example Speed: Jump into instant j.2K
Total: 30
(NoteThe red line indicates that the move has become active, but has a variable active window. When done from immediately from a jump, has 7 active frames.)

A counterpoke that can often go over other attacks, especially low hitting attacks.

The situation on block and hit varies greatly depending on the height that the j.2K connects. It is therefore extemely important to pay attention to the spacing, for both Faust and the opponent.

When it connects very low, it is very safe on block, or rarely can even be plus. The reward is very low, though jumping into immediate j.2K is a low risk option against approaches in neutral, as are other low hitting j.2K's, like IADB j.2K. At these heights, it can also counterhit 6Ps fairly reliably.

If it hits high up, or is blocked high by the opponent, it will be much more minus. Faust will typically cancel into either Mix Mix Mix or Love to make it harder to punish. Mix Mix Mix will usually Frame Trap most options, while Love will punish inaction (can be either jumped over or dashed under).

On a counterhit, or a sufficiently close crouching hit, can combo into Mix Mix Mix. Landing these kinds of hits are the main goal of using j.2K.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
80 Ground Throw 2 3 38
Total: 42
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Leaves the opponent in front of Faust in an OTG-able state. Gives a safejump setup with c.S > down drift IAD. Alternatively, tossing an Item leaves Faust enough time to still land a meaty c.S, among other options.

The long, invulnerable animation can be used to kill time and deal with certain situations, such as an opponent picking up Trumpet, an on-screen Bomb going off, or even something like Nagoriyuki's blood gauge during Blood Rage.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
80 Air Throw 2 3 38 or Until Landing+10
Total: 42
Total: 14
  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Faust hucks the opponent downwards.

Provides enough time to safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. using an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.. At most heights, IAD j.D will be autotimed, though steering the airdash downwards is necessary if the air throw was particularly high. Will be approximately neutral if an Item is thrown instead.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +39 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage decreases as height increases (+35 to +44).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236D 30 All 20~31 3 20 +13
236[D] 50 All 32 3 20 +17
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


A fast advancing strike at the cost of 50% Burst.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.

Fausts Wild Assault provides difficult to contest frametraps after attacks like 5H, 6P and 2H, and can help significantly with these attacks otherwise fairly poor conversions and on block situation. Both 236D and 236[D] have use as combo extensions to route into wallbreak (Combo Page).

On block, Faust can utilize the guard crush for very threatening strike throw. Cancelling into 236[P] leaves Faust +4 and fairly close. However, not cancelling at all leaves Faust much more plus, with more time to run up and throw even the fastest buttons when Faultless Defenced. It can also bet used to kill time and convert from lows (particularly 2H when the opponent has a Lit Afro.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236D 90% 4 Mid Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)

Special Moves

Crawl

[1] or [3]

Instantly shrinks Faust's hurtbox, letting Faust low profile under certain attacks.

Faust can crawl by pressing either down forward, or downback. Unlike other characters, this will not result in him simply crouching, but instead move slowly forward or back with a low profile hurtbox. Usually, crawling backwards will not result in Faust low profiling, as he will instead crouch block (which is not low profile). This means that Faust usually has to hold forward and stop blocking to attempt to crawl, leaving himself vulnerable. Generally speaking, crawl is frame 1 low profile in neutral, and frame 2 low profile if Faust is leaving blockstun - this means that Crawl will always be hit by 1F frametraps, even if the second move could be low profiled.

For more detailed information on the mechanics of crawl, as well as a full table of crawlable moves, see the Strategy Page.

Thrust

41236K (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Thrust 40 All 26~37 12 19 -12
Thrust (Charged) 60 All (Guard Crush) 38 12 19 +14
Pull Back 0 61 2 30 1-60F Full
Hole in One! 80/100/120 All 8 8 41 -30
Total: 56
  • Pull Back will not activate on air hit Thrust, and the opponent will instead be knocked fullscreen for a HKD Short for "Hard Knockdown".A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc..

Faust attacks with a menacing red trail behind his scalpel, with enormous range. If Faust lands a grounded hit and inputs 4 (backwards from his opponent) he reels the opponent in, launching them toward him for a short time. Pressing H before the opponent hits the ground will do a follow-up golf swing attack with three possible timings. The different timings of Hole in One have slightly different effects, see here for more information.

Thrust shines when used as a preemptive punish at range against movement or committal swinging. Its disjointed hitbox makes it a strong poke in the right situation, although the mid-height placement and slow startup leave it susceptible to being jumped over or low profiled by an aware opponent. Has use as a surprise chase on the opponent's wakeup or backdash from a distance, as well as a frame trap option out of various blockstrings. Leads into some of Faust's most damaging routes on counter hit starters like c.S or 5H when combined with meter to RRC after a Sweetspot hit, though typically a little underwhelming without meter to follow up.

It can be held to delay the attack, which is potentially useful for baiting reversal low profiles such as 6P, and also inflicts guard crush, though it is difficult to capitalize on the plus frames from common spacings. You can also partially delay the unccharged version, though there is no direct benefit to doing so. Not useful to do as a meaty, as it can be reliably beaten by wakeup 6P by all characters.

Both Faust and the opponent are invulnerable during Pull Back startup. If the opponent bursts during the startup of pull back, the burst will whiff, and Faust will retain full invuln for the full recovery of pull back. Faust cannot act except to do the Hole in One followup.

The maximum meterless damage (disregarding guts) is not from hitting the sweetspot, but from a very particular early hit timing which allows an OTG 2H.



Afro

When an Afro is on the ground behind an opponent, a Late Hit can cause them to tumble backwards into it. Situational, as the frame disadvantage and spacing from a Late Hit doesn't allow Faust to capitalize on the opponent's fresh cut.


Bomb

In situations where a Bomb is active between Faust and the opponent, the Bomb can often be comboed into. If it's close enough to Faust to be hit by the golf swing, it can be launched with the opponent and explode in the air, dealing high damage and potentially leading into a conversion as the opponent falls to the ground. If the bomb is too far away to be launched, doing an Early Hit can hit the opponent into the ensuing explosion on the ground. After the explosion, 5K is the most consistent tool to convert with, but if you're confident on the spacing, other buttons like c.S can net even higher reward.


Weight

Before a Weight lands, a gambling Faust can attempt a Thrust to catch the opponent: if it hits, Faust can use the invulnerability frames during Pull Back to avoid being hit by the Weight and follow up for a full combo. This is highly risky, though, as if it is blocked or jumped Faust will not have time to avoid a hard knockdown.


Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Thrust 90% 4 Very Small -9 2500 1000 300 80% 25% 150
Thrust (Charged) 90% 4 Very Small -9 2500 1000 300 80% 50% 150
Pull Back 90% HKD +60 1000 300 150
Hole in One! 90% 4 Very Small HKD +54 {KD -10} [HKD +59] 2500 1000 300 60% 150

Hole in One!:

  • The damage values for Hole in One! (80/100/120) are for very early hit, early hit, and Sweet Spot respectively.
  • For On-Hit, Values in [ ] are for the Home Run version.
  • Values in { } are for the late hit version.
  • When timed late, you always deal the higher damage hit, even on OTG.

Mix Mix Mix

236S (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
12×4 All 17 15 to 34 14 after Landing -7 Airborne f4 until landing
Whiff (Maximum Actives)
Total: 74
Hit/Block (Minimum Actives)
Total: 54

Notes for FramechartOn Hit, the yellow underlines indicate separate hits (up to 4).
On whiff, will continue making new hits, up to 8, leading to more active frames than if the move is hitting.
On hit and block, in some circumstances hits in the middle of the chain can whiff, leading to different frame data as additional hitboxes are made to compensate in an attempt to hit 4 times.
The two version shown are the extremes, but a partial whiff can result in something betwen these two options.
Note that the recovery before landing (shown in blue) is dependent on height and velocity, and can vary.

Faust rises forward into the air while stirring 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.

Has a vital role in nearly all of Faust's combos outside the corner, providing excellent corner carry and a hard knockdown. The ground bounce obtained when steering downwards often lets Faust link attacks after the move connects (see combo theory page for help with steering).

Can be used as a frametrap tool on block after unsafe buttons such as 2H and 6P. Its relatively slow startup and travel speed mean the gap left is variable in size and can sometimes not trap faster buttons, especially from further spacings. As it is unsafe on block, it is usually only used as a frametrap with meter, or when forced to due to lack of other options.

Can be used as an unorthodox air mobility option in a pinch, perhaps to escape the corner after a double jump, though the long recovery when done high up means Faust will usually need to roman cancel the recovery to stay unpunished.

Though still unsafe, 236S can be steered to be -6 on block instead of the usual -7 fairly reliably, reducing the size of punishes. j.236S is much more variable on block and possible to make less minus, though is also much more inconsistent. Can be as little as -1 on block from specific setups, though often only -4~-9 is achievable. Will be plus on airblock - exact advantage can vary depending on height and steering, but typically at least +6.

Snip Snip Snip

236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
70 Ground Throw 6 3 41 1-8F Throw
Total: 49

Faust's terrifying command grab, where he gives them a quick haircut, and an Afro! Does low damage for a command grab, but gives amazing okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and spectacular, and unique, pressure on hit.

The Afro acts as an additional hurtbox that can be lit on Fire, and will explode after some time, creating offensive sequences filled with instant overheads, ending with a guard crushing pop that can be used to left/right. See The Afro for more details.

Like most command grabs, Snip Snip Snip has slightly longer range than normal throws, and cannot be teched. It is particularly powerful to pair with Faust's numerous Guard Crush options, which remove throw protection when exiting blockstun.

During the animation, other items will continue to fall to the ground and can be picked up by players, activating their effects. Most damaging items won't do anything as both Faust and the Opponent are locked into the cinematic, previously applied 'fros will be refreshed, and healing items will still give health back. This is especially relevant if a Bomb is in play, since it can actually damage opponents (but not Faust) if its explosion is synced with the last hit of Snip Snip Snip.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
50% HKD +41 2500 1000 100
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does 17 hits of 1 damage (unaffected by defense mod, risc scaling, or guts), then does one final hit for 53 damage

Love

j.236P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
j.236P 18, 40 All 27 Total 48
j.236P (With Afro) 18, 60 All (Guard Crush) 27 Total 48
Total: 48
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Faust halts all air momentum and beheads himself. The head becomes a bomb and travels in a downward diagonal arc. Will explode after a short delay after hitting the ground or the opponent. The explosion from Love can hit and damage Faust if he is too close, can triggers Mini Faust and ignites Afros.

Counter Hit state for the full recovery, and recovers mid-air, very shortly after Faust begins falling. Like all of Fausts projectiles it stays out when Faust is hit, making punishing it more challenging. Depending on the spacing opponents can either jump over or dash under it, potentially scoring huge counterhit punishes, so use with caution.

As a slow projectile, the frame advantage can vary depending on spacing. But if Faust chooses to act midair, he is typically around +37 to +42 on block, and still around +16 to +28 on block by the time he lands.

If Faust is wearing an Afro, he can unleash Afro Love!, a significantly more powerful version of Love!. It now bounces twice (travelling nearly fullscreen), can no longer hit Faust himself, Guard Crushes on block and does more damage. As it still stays out when Faust is hit, it is a ridiculously dominant option in neutral if Faust manages to get it out.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
j.236P 80% 1, 2 Very Small KD 500×2 1000×2 150×2 80% 12% 100
j.236P (With Afro) 80% 1, 2 Very Small KD 500×2 1000×2 150×2 80% 12% 100

j.236P:

  • Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
  • Clash Level: 1 (Both Bag and Explosion)
  • Clash Hits: 2 (Both Bag and Explosion)


j.236P (With Afro):

  • Projectile will continue if Purple Roman Canceled on frame 22 at the earliest.
  • Clash Level: 1 (Both Bag and Explosion)
  • Clash Hits: 2 (Both Bag and Explosion)

Scarecrow

214P/K/S (Hold OK)

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
214P 28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] 10-15F Full
214K 28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] 10-15F Full
214S 50 [70] High 50 [69] 17 36 -40* [-35]* 10-47F Full [10-66F Full]
P and K Scarecrow (Uncharged)
Total: 86
S Scarecrow (Uncharged)
Total: 102
(NoteThe squares with a yellow underline indicate the first frame that you can Roman Cancel and teleport to a Scarecrow.)
  • Values in brackets ([]) represent full charge
  • S Scarecrow typically hits on around the 9th active frame, and will be -31 [-26].

An outstanding surprise attack and movement option when combined with Roman Cancels or Items, but near useless without.

All versions summon two scarecrows: one in front and one behind the opponent. Without meter or items, they are very slow and easily punishable: a small dash into a low recovery attack can beat all 3 on reaction, as the opponent will automatically turn to face the correct direction.

With Meter however, Faust can purple roman cancel the startup to teleport nearly instantly, without having to wait for the rest of the animation. This is an incredibly powerful movement option, giving mixups from anywhere on the screen.

If an Item is about to hit the opponent, teleporting behind them can give an unreactable crossup that can then combo into the Scarecrow.

  • 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. Fausts eyes will glow before attacking for both the P and K version, showing his position.
  • 214K: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears, even if the opponent is cornered. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins.
  • 214S: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Faust is invulnerable during the startup, though he can still be hit by burst, and antiaired once he starts falling.

On hit, 214P and 214K cause a wallbounce close to the corner, but otherwise do not combo.

All versions can be charged, but their incredibly slow speed makes their use very limited. 214[P] and 214[K] are plus on block, while 214[S] (Overhead) is still unsafe. All Scarecrows can be delayed by holding the button, and will attack as soon as the button activating them is released (after the usual startup). They will not gain the charged scarecrow frame data until full charge, however.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
214P 90% 2 [2×2, 4] Very Small HKD +52 [HKD +65] 700×2 [500×3] 1000 150×2 [100×3] 80% 25% 150
214K 90% 2 [2×2, 4] Very Small HKD +52 [HKD +68] 700×2 [500×3] 1000 150×2 [100×3] 60% 25% 150
214S 80% 2 [4] Mid HKD +42 1125 [1875] 1000 300 100% 25% 150

214P:

  • Values in [ ] are for the Wall Bounce version.
  • Uses identical animation to a Crouch for frames 1-9. (All versions)


214K:

  • Values in [ ] are for the Wall Bounce version.


214S:

  • Horizontal Activation Range: 150 (S Version only, either direction)

What Could This Be?

236P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236P 26 Total 40
Total: 40
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the Item.)

Faust reaches into his scrubs and grabs an item at random to throw. Generally, items are thrown in huge an upward arc. Items have the potential to cause huge shifts in momentum for and against Faust, and many can be interacted with by both players.

As there can be multiple items on screen at once, sometimes the game can devolve into pure chaos as Faust continues throwing items as the opponent cowers at fullscreen.

What Could This Be? is generally unsafe to do on block and in neutral, being -22 at best when cancelled into from normals. Usually items are safe to toss on any kind of knockdown, or if the opponent is very far away. It can be risky to throw items in neutral, depending on the range and the matchup.

What Could This Be? (Item Store)

236[P] and 22P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236[P] 27 Total 31
22P 26 Total 40
Eat
Total: 31
Spit
Total: 40

NoteThe Startup on Eat indicates how long it takes for the item to be stored. i.e. if Faust is interrupted before frame 28, he will not keep the item.
The Yellow Underline indicates at what time (after frame 12) 236[P] is locked in over 236P

Holding P while doing item toss allows Faust to store the item for later instead of immediately throwing it. Spit tosses the stored item, and is otherwise identical to Item toss.

What Could This Be? (Eat) (236[P]) stores an item for later. Faust must commit to either Eating or Tossing before he knows the item. Eating while an item is already stored will overwrite the previous item, and stored items do not effect which items can be thrown with Item Toss. If faust eats a donut or banana, he will gain the health instead of storing it, and will spit a peel in the case of banana.

Eat's faster speed than Item toss makes it a better option on block, although it is still fairly risky to do (being -13 at best), for little tangible benefit. It is feasible to do in corner combos, for example after 5HH and 6H. It is up to the Faust to try and make this move worthwhile to do, as it does not make his attacks safer than they would otherwise be, so he must try and make use of knowing the next item.

What Could This Be? (Spit) (22P) spits out a stored item. It is identical to Item Toss except that Faust knows which item it will be, allowing him to do tosses that might otherwise be ill-advised. Making use of this information will require knowledge of item specific setups or combos and a lot of effort. Nothing will happen if the input is performed with no item stored.

Both Eat and Spit are CH recovery, like item toss.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236[P] 100
22P 100

236[P]:

  • The "eating" animation is just for show, and the move ends much before it completes.
  • The Eat Bug: Faust can sometimes Eat instead of Toss, even when P is not held. When Faust attempts to throw an invalid item (avoiding duplicates), the item is rerolled repeatedly until a valid item is picked. When this happens, Faust will incorrectly default to Eating the item, regardless of which move was input, including item Toss.

Items

Faust can throw a random item, which has various effects.

Items can be thrown by What Could This Be? (Toss), What Could This Be? (Spit), W-W-What Could This Be? and W-W-W-W-W-W-W-W-W-What Could This Be?, but are identical in function regardless of the move used to throw them.

Each Item has a fixed chance of being thrown. There can only be one of each item marked with a * on screen at a time.

Show Graph and Exact Item Chances

GGST Faust ItemChances.png

Items can bounce off the wall if thrown very close to it; this causes the item to bounce off it and fall sooner. This is generally not useful and disrupts pressure. Items can all be batted towards the opponent with 5D - however, they won't gain a hitbox until they touch the ground, so this is generally not useful.

Bomb

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
70 All 68 to Land, 143 After Landing 9

The bomb will explode after a set period of time. Once it lands, both players can use attacks to knock the bomb around, and the explosion will hit both players.

You can hit it at varying angles depending on which move you use, for example; 2S will send it extremely high up and low recovery moves like 2P or will leave you open to re-return it. See the Strategy section for more Tennis advice. Hitting the bomb acts similarly to hitting an opponent, with both hitstop When a character is hit, both characters are stopped in place to visualize the hit and give feeling of impact. Hitstop describes this phenomenon. Typically hitstop affects both players equally, but this is not always true. For example an attack may cause the opponent to be in hitstop longer than the player, or in cases of most projectiles, the attacker does not experience hitstop at all. and all your normal cancels available.

The explosion can cover for more item tosses, approaches, or even be used to convert from unusual hits, both in neutral and in setplay. Has a huge launch on hit, which will launch away from the explosion. It also triggers Minifaust and ignites Afros.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 4 Very Small KD 500 1000 300 80%
  • Clash Level: 2 (Explosion)
  • Clash Hits: 1 (Explosion)
  • Effectively 235f startup in most cases from the start of 236P.
  • Timer starts counting down once the hurtbox appears as bomb hits the ground - this will usually be on the 93rd frame after Faust begins 236P, but can be less if the bomb bounces off the wall, and more if the bomb is batted with 5D.
  • The bomb timer is not effected by hitstop, but is paused by the super freezes from Roman Cancels and Overdrives.
  • The bomb cannot be hit before it lands (except for Faust 5D), and cannot be hit on the last 2 frames before becoming active.
  • If the explosion hits Faust before hitting the opponent, no negative R.I.S.C. scaling will affect the damage, even mid-combo. Potential bug
  • Has some strange interactions with walldamage if the opponent is far from the corner when the bomb is thrown, effectively granting a few extra hits in rare cases. Potential bug

100T Weight

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
25 All (Guard Crush) 1 63
0 All (Guard Crush) 64 2

Faust throws a heavy weight up into the air, which then falls with a fullscreen shockwave that can hit both players, for a debilitating Guard Crush or Hard Knockdown. The weight itself can also hit the opponent on the way up and down.

Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.

When thrown in neutral or from far away, Faust has many options to contest the air if the opponent jumps, j.H being especially notable. This provides a great opportunity to approach and start pressure, even more so if they choose to block or backdash. Alternatively, there is enough time for Faust to throw a second item and then jump or backdash and still avoid the shockwave, which can be hard for the opponent to punish as they avoid the weight themselves.

When thrown on a hard knockdown, c.S and 5K are particularly useful as they can be jump cancelled to avoid the shockwave. Once the opponent block the 100T, the resulting guard crush creates a very powerful situation for Faust. See the Strategy page for further advice on Oki.

Donut

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Heal 20 None 68 to Land 256

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.

If a donut is eaten with 236[P] it will not be stored and will instead immediately restore faust's health. The previously stored item will not be overwritten if a donut is pulled and eaten.

If a donut is out, Faust cannot throw a second one.

Banana

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Heal 20, 0 None, All 51 to Land 200

Faust throws a banana. Like the Donut, eating it grants a small amount of health. After being consumed by either player, the peel is flung backwards roughly one character length, where it has a persistent hitbox and can make characters slip when touched, briefly making them airborne for a possible air follow up and ruining some ground-based set-ups.

It is also possible for Faust to randomly toss a lone peel, which makes oki and pressure with it more straightforward.

If either a peel or a full banana are out, Faust cannot throw a second one; both banana and peel exlude each other, as well as themselves. Can be batted by 5D, in an attempt to force feed your opponent. Also works if Faust only throws the peel, though neither will have a hitbox until they land.

If a banana is eaten with 236[P] it will restore Faust's health and store a peel. If just a banana peel is eaten, no health will be restored.

Disrupts most ground based approaches including supers with the exception of Heavy Mob Cemetery

Afro

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236P Afro - None 110 To Land 180
Afro Explosion 40 All (Guard Crush) 120 [15] 6

Afro falls slowly from Item throw, and grants whoever touches it a glorious Afro. The Afro functions as an additional hurtbox for whomever is wearing it, and can also be lit on fire.

Afro acts as a large additional hurtbox on the wearer head at nearly all times, generally extended their hurtbox greatly upwards. This makes most characters vulnerable to instant overheads with rising j.D or j.K. Rising j.D is especially potent, as it will also cause the Afro to explode, netting Faust a full conversion. It also dramatically reduces the effectiveness of the 6P upper body invulnerability for most characters.

Moves with fire properties, such as j.D, Love!, Bomb, and Meteors, as well as certain moves from other characters, can ignite the Afro. On fire attack hit, the Afro will explode quickly, whereas on fire attack block it stays Flaming for a few seconds before exploding.

Only the first hit (if that hit has fire) on a Flaming Afro will cause it to do a quick pop. potential bug
If the Afro is currently not Flaming, any fire attack on hit (whether in a combo or not) will cause a quick pop, as it is necessarily the first hit on the flaming afro. However, if the Afro is set Flaming on block, it will only do a quick pop if the next hit is a fire move.

In practice this means that hitting a Flaming Afro (but not having the opponent block) with any move without fire will 'deactivate' the quick Afro pop. Whether the fire move is combo'd into or not does not matter, and the Afro will pop at the slow timing set by whatever fire move was blocked previously.

  • Moves that are 'fire attacks' turn the opponent red, with flames, on hit. A full list is on the Strategy Page, linked below.
  • The Afro Item does not have a hurtbox (and cannot be picked up by an opponent) until it lands.
  • The Afro is also applied by 236HGGST Faust 236H 1.pngGuardGround ThrowStartup6Recovery41Advantage- (Snip Snip Snip).
  • If Faust uses Love! with an Afro on, Love gains additional properties.

For further details on the mechanics, and further advice on using the Afro, see the Strategy Page.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236P Afro 2
Afro Explosion 80% 2 Very Small 500 1000 0 25%

236P Afro:

  • The Afro Item leaves Fausts hand during Item Throw on frame 26, takes 110F to land, and then lasts on the ground for 180f (3 seconds). It also takes 6F to apply once picked up. Afro Item can fall sooner (shorter startup) if it bounces off the wall on the way up, or longer if it bounces on the way down.
  • Startup can be delayed by batting with 5D, and it will also bounce very far off the wall. However, it will not gain a hitbox until it lands, so this is fairly useless.
  • The Afro lasts for 606F if it is neither lit, nor takes 10 hits. When the Afro is applied by Snip Snip Snip, it begins counting down immediately after the Afro is applied on the last hit.

Meteors

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
36 (× 0~6) All (Guard Crush) About 70 Lots

Faust throws a molten rock up high off screen. After a long wait, it and several more meteors come hurtling back down at a slight angle toward the opponent.

A truly ridiculous item, hitting fullscreen and anywhere on the screen, skipping neutral entirely and providing Faust with left rights and free pressure from anywhere on the screen. Nearly impossible to contest, as like all items it will stay out even if Faust gets hit. Luckily for your opponents, it is very rare.

Every meteor of this move causes Guard Crush state, leaving players incredibly vulnerable to crossups while blocking it (as every new hit needs to be blocked correctly), and guard crush strike throw even if they do block it. Is incredibly plus on block and groundbounces on hit, giving ample time to confirm into a further combo or more item tosses.

6 Meteors fall, though their very random spread means that anywhere from zero to six can actually hit the opponent. The blast zone is generally in front of Faust, and based mostly on the camera position. Running forward as they begin falling makes them more likely to whiff, but is not reliable. This is the only item that has a significant RNG component beyond simply which item is tossed.

If there is a meteor on screen, Faust cannot throw a second set (though it's not like he needs to).

Mini Faust

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
15×2 (stomps) 15×N (lunge) All 42 to land, 12 to activate 5(10)5(47), 2(2)2(2)2...
Total: 128
(NoteThe lunge will typically have 13 active periods, but can have fewer if minifaust makes contact with the opponent during the lunge. Will never connect with all hits, many will whiff.)

For more details on this item's behaviour and mechanics please see the Strategy page.


A miniature plush acting as a mobile landmine. Once on the ground, it walks back and forth harmlessly, until it is triggered into action by the opponent touching it or hitting it in any way.

When activated, it immediately performs two stomps on the ground in quick succession. This is followed by a long pause, before flinging itself towards the opponent wth a flurry of attacks. The gap between the stomps and leap is very large, allowing opponents to move out of the way of the leap, even if the stomps hit.

Mini Faust is very versatile. In neutral it heavily disrupts the opponent and is a general nuisance. This allows safer item tosses or cover otherwise unsafe approaches. If the opponent activates it, you can use the delay of its leap to set up a Scarecrow crossup, or go for a Throw before it would hit. If placed on a knockdown it provides incredibly strong strike-throw situations, particularly when paired with the multi-hitting 2K. Because it stays out, even if Faust is hit, it makes abare An attack during the opponent's pressure, intended to interrupt it. extremely challenging.

  • If there is already a Mini Faust on Screen, Faust cannot throw a second one. They are a unique and wonderful Fellah.
  • Mini Faust is activated by anything that could also hit Faust. This includes Faust's own Bomb, Love, and Trumpet. This does not include Red Roman Cancel, SlideheadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0, or the Shockwave from 100T Weight, as these cannot hit Mini Faust.
  • Upon landing, Mini Faust walks a set distance forward, then turns around to where they first landed, before turning back again until off-screen.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 2 Very Small 100×N 1000 60×N 80%
  • Mini Faust stomps Horizontal Activation Range: 250
  • Mini Faust stomps Vertical Activation Range: 300
  • All hits are part of one huge multihit, and will only cause risc loss once if they connect during a combo.
  • Both the stomps and the lunge will unstick from the wall
  • Will not become active until it touches the ground
  • Can fall sooner (shorter startup) if it bounces off the wall on the way up, can fall later if it bounces off the wall on the way down
  • Fall can be delayed (longer startup) by batting with 5D

Trumpet

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
7×N All 69~70 115~117

Throws a trumpet. Whoever picks it up one it falls to the ground summons a Mini Faust Army that charge across the entire screen towards the other player.

A cloud of music notes will appear around said player, summoning The Horde. The Horde will appear in the very far corner of the stage (even if this is offscreen) and move at the same speed, regardless of where the trumpet is picked up. This means The Horde will take a different amout of time to arrive depending on where you are. Will hit an unpredictable amount of times, depending on how exactly The Horde is feeling today.

If you pick it up, the opponent will either be forced to block, allowing you to freely start or continue pressure, or try to jump into the air where Faust can easily swat them down. If the opponent picks it up, they can do the same to you. It can save/ruin combos, scrambles and whole rounds, so make sure to jockey for it, using all the movement options you have available to you. Swinging wildly at the opponent as they try to grab it is also a good option.

If thrown on a hard knockdown, it can often be extremely challenging to collect as it falls directly on to yoru opponent. Using metered options like Mix Mix Mix RC, picking it up with scarecrow, or just shoving them away with the huge pushback of 5H and then scrambling for it are often the best you can do.

If a trumpet is already on screen, Faust cannot throw a second one.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
80% 1 Very Small 100×N 1000×2 60×N 80%
  • The Horde is made up of 2 sets of 5 hitboxes, which move up and down, and have seemingly random placement relative to each other. This leads to the slight variation in startup and active frames.
  • Hence, it will not hit a consistent amount of times, even in an otherwise identical situation.
  • Will not become active until it touches the ground
  • Can fall sooner (shorter startup) if it bounces off the wall on the way up, can fall later if it bounces off the wall on the way down
  • Fall can be delayed (longer startup) by batting with 5D

Hammer

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
50 All 1 98
Total: 98
(NoteThe yellow underline indicates when the hammer bounces. Only the last 40 or so active frames typically affect standard gameplay.)
  • Becomes active 26f from the start of What could this be?
  • Can be batted by 5D, allowing Faust to use a thrown Hammer more aggressively.
  • Can hit immediately at point-blank range on  Axl,  Anji,  Faust,  Potemkin,  Nagoriyuki, and  Goldlewis. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +22 on hit.

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.

The hammer is an active hitbox the second it leaves Faust's hand, meaning it can catch opponents trying to counter item toss with a preemptive jump in. It's presence in general forces your opponent to stay back and let you get more items in.

Overdrives

Bone-crushing Excitement

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
42, 88 All 16+5 3 48 -32 1-23 Full
Total: 71
  • Hitting an opponent in the corner causes a Wall Break and leaves Faust +36 afterwards.

Faust's only invincible reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. If used to break the wall, Faust can get a safejump after the hard knockdown, although this is harder to execute against faster reversals. If the move doesn't break the wall, Faust still has time for a meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. c.S, but not enough time for a safejump. OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2D is also an option if it's needed to finish off an opponent. If the initial dive hits OTG the full animation will not initiate, dealing only the initial portion of the damage and leaving Faust very punishable.

This Overdrive has much longer startup than most other reversals, so it's liable to be blocked against fast-recovering meaty options. However, by using Purple Roman Cancel to cancel the super during the startup, Faust retains invulnerability frames to avoid attacks and punish with any option of his choosing (and this only costs 50% Tension since the move doesn't actually activate). This is a fantastic reversal option, as Faust can grab to punish an opponent's meaty while not committing to an attack in case they chose to jump or block to bait it.

Because RC startup is not invulnerable, Faust can get hit out of the PRC by cancelling the super too early or if the opponent chooses a delayed or highly active meaty option. Because neither the move nor the RC had time to complete, no meter will be spent in that situation.

W-W-What Could This Be?

236236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
1+3 N/A Total 33 N/A
Total: 33
(NoteThe squares with a yellow underline indicate the frames that you can Roman Cancel and maintain the first, second, third and fourth Item respectively.)

Faust reaches inside his scrubs to toss 4 items in rapid succession. Because there's no item lockout, the resulting situation if Item TossGGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage- keeps being used afterwards can get very silly. It can be used to dominate neutral, provided Faust's far away enough from the opponent or has gotten a knockdown. Potentially strong option after a successful gold burst. As usual, mileage may vary depending on the matchup and what items come out.

If a TrumpetGGST Faust Trumpet.pngGuardAllStartup69~70RecoveryAdvantage- is on the stage and Faust has control of it, using this before picking it up guarantees he won't toss another one, which can result in a very favorable situation.

W-W-W-W-W-W-W-W-W-What Could This Be?

236236236P with 100% Tension

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
1+1 N/A Total 48 N/A
Total: 48
  • Spends 100% Tension to throw 10 items in rapid succession.
  • It is not possible to cancel into this overdrive.

Secret super. Big meme. This could become an option if "playing lame" for the whole match or after gaining Positive Bonus with a meterless wall break. However, Faust will always find safer and better use of meter by exploring other options such as Roman Cancels.

Though wildly impractical, 100T and Hammer can hit on frame 2 if thrown as the first item, making this technically the fastest abare An attack during the opponent's pressure, intended to interrupt it. in the game. Both will usually whiff above the opponents head, even if they are technically fast enough.

Colors

GGST Faust color 1.png
GGST Faust color 2.png
GGST Faust color 3.png
GGST Faust color 4.png
GGST Faust color 5.png
GGST Faust color 6.png
Color 1
Color 2 Faust's pre-Strive Colorscheme
Color 3
Color 4
Color 5
Color 6
GGST Faust color 7.png
GGST Faust color 8.png
GGST Faust color 9.png
GGST Faust color 10.png
GGST Faust color 11.png
GGST Faust color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Faust color 13.png
GGST Faust color 14.png
GGST Faust color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/Faust/Data.
Systems Pages