GGST/Faust: Difference between revisions

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* Faust must be low to the ground (Hold 3).
* Faust must be low to the ground (Hold 3).
* You want to be holding 3 going into the first hit.
* You want to be holding 3 going into the first hit.
* You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a c.S pickup.
* You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a {{clr|S|c.S}} pickup.
* If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.
* If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.


Example Input: 2H > 236S[3]...[1] > c.S
Example Input: {{clr|H|2H}} > {{clr|S|236S}}[3]...[1] > {{clr|S|c.S}}


Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.
Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.


Moves like cS, 5K, and 2K's first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of 2K) before you can no longer loop from MMM.
Moves like {{clr|S|c.S}}, {{clr|K|5K}}, and {{clr|K|2K}}'s first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of {{clr|K|2K}}) before you can no longer loop from MMM.


Jump-ins (jK, jH, jS, jD) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH jD > MMM), lest gravity scale too high.
Jump-ins ({{clr|K|j.K}}, {{clr|H|j.H}}, {{clr|S|j.S}}, {{clr|D|j.D}}) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH {{clr|D|j.D}} > MMM), lest gravity scale too high.


This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit 5P>5K>MMM or air-hit 2P>5K>MMM.
This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit {{clr|P|5P}}>{{clr|K|5K}}>MMM or air-hit {{clr|P|2P}}>{{clr|K|5K}}>MMM.


Moves like 6P or 2K's later hits scale gravity too harshly to allow any pickup post Mix Mix Mix.  
Moves like {{clr|P|6P}} or {{clr|K|2K}}'s later hits scale gravity too harshly to allow any pickup post Mix Mix Mix.  


=====Summary=====
=====Summary=====


If you're using optimal starters such as 5K, cS, or 2K(1): you do not necessarily need to worry about gravity in your starter in order to loop.
If you're using optimal starters such as {{clr|K|5K}}, {{clr|S|c.S}}, or {{clr|K|2K}}(1): you do not necessarily need to worry about gravity in your starter in order to loop.


If you're '''not''' using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.
If you're '''not''' using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.


For that reason, air-to-air normals or 5P>5P>6P air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.
For that reason, air-to-air normals or {{clr|P|5P}}>{{clr|P|5P}}>{{clr|P|6P}} air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.


=====Bonus Stupid Thing=====
=====Bonus Stupid Thing=====

Revision as of 02:31, 26 September 2022



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 pokes make him highly competent at contesting screen space in neutral, while his excellent light normals allow him to hedge against approach at ranges where his larger zoning tools become unwieldy. When he does land a hit, Faust gets a safe opportunity to build advantage with Item TossGGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage-. If he's lucky, items will cover him to toss yet more items, leading to a chaotic game state where he wins... statistically.

Faust can enforce an extremely oppressive strike/throw game with Snip Snip SnipGGST Faust 236H 1.pngGuardGround ThrowStartup6Recovery41Advantage-, allowing him to run reversal-safe sequences that -- done correctly -- end in a high reward 4-way mixup that is incredibly hard to defend against. Even when the opponent does defend correctly, the ensuing Guard Crush from these sequences can lead into yet another mixup, making the situation after a successful Snip exceptionally advantageous for Faust.

Both Faust's zoning and grappling games are bolstered heavily by his highly favorable item pool, whose uses range from being as simple as screen hazards and HP restoration to tick throws, unreactable left/right 50/50s from fullscreen, and 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, among much more. Many Items grant Faust scary mixup opportunities during 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. as well.

Faust is no slouch on defense, either: his reversalGGST Faust 632146H 1.pngGuardAllStartup16+5Recovery48Advantage-32 is slow to use on its own, but with the right timing it can be Roman Cancelled to gain up to 16f of invulnerability, making it one of the stronger reversals in the game. And although his standing and air hurtboxes are larger than most of the cast, his unique movement option in back- and forward Crawl allows him to low profile attacks that most other characters are forced to block, leaving him in a position to whiff punish or present other counterplay.

With meter available, Faust becomes a menace. Item SuperGGST Faust 236236P Items.pngGuardStartup1+3RecoveryTotal 33AdvantageN/A becomes a straightforward way to win neutral, and ScarecrowGGST Faust 214X.pngGuardHighStartup50 [69]Recovery36Advantage-40* [-35]* PRC Snip allows for near-unreactable fullscreen command grabs that come from either direction. His average damage output becomes a major threat with Roman Cancels, and Item-based mixups are only limited to the player's imagination.

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  Faust , classified as a Unique type, is a bizarre underground doctor who misleads the opponent with tricky moves.

Pros
Cons
  • Good Buttons and Pressure: Faust has a sizeable array of pokes to keep the opponent on their toes. He also has a command grabGGST Faust 236H 1.pngGuardGround ThrowStartup6Recovery41Advantage- 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.
  • Scary with Meter: Item SuperGGST Faust 236236P Items.pngGuardStartup1+3RecoveryTotal 33AdvantageN/A, j.2KGGST Faust j.2K.pngGuardAllStartup10Recovery9 after LandingAdvantage- and ScarecrowGGST Faust 214X.pngGuardHighStartup50 [69]Recovery36Advantage-40* [-35]* become very strong once Faust has 50% tension to spare. Scarecrow PRC allows Faust to teleport almost instantly, which is immensely useful as both a mixup & positioning tool.
  • Unusual Hurtbox: Faust can Crawl under certain moves with his crouching block or walk; this allows him to low profile many attacks in the game, and opens up whiff punish opportunities other characters don't have access to.
  • Item Toss: Faust's Item TossGGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage- allows him to create extremely favorable situations off stray hits. While they can backfire, items will usually provide you an additional threat for the opponent to deal with, greatly enhancing both his pressure and zoning capabilities.
  • Weak to Movement: Faust's favorite pokes like f.S, 2H, and even 2P are weak to fast, conservative forward movement, notably the kind seen by characters with quick dashes. Dash blocking can upset the spacing on these moves quite reliably, netting the opponent a decent amount of frame advantage alongside strong spacing.
  • Volatile: Because Faust's win conditions are centered around command grabs and items, it can be tough to establish yourself early on in the match against conservative approach. Item TossGGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage- is too risky to use without a guaranteed opportunity, and grabs, by their nature, are risky against skilled opponents.
  • Unusual Hurtbox: Faust is larger and wider than other characters in the air; he's also taller than other characters when standing. This can make navigating certain situations trickier than normal, and his large standing hurtbox makes him more vulnerable to instant overhead setups.
  • Item Toss: Sometimes you'll throw Trumpet at your opponent and be really sad.
Error: No field named "weight" found for any of the specified database tables.
Faust
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.5P (5F)
2K (5/8F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.632146H (21F)
GGST Faust Character Guide

Normal Moves

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. 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
  • Jump and dash cancellable
  • Plus on airblock

Strong space control tool. Extremely versatile: useful for counterpoking, anti-airing, and checking forward movement, with high active frames and a low whiff recovery to boot.

Hits all characters crouching, but due to the recessed lower hitbox, Faust will need to be a little closer to catch some of the smaller characters in the roster.

Faust's hurtbox is incredibly tall during this move, causing this move to lose to certain deep jump-in attacks; however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.

If it stuffs an air approach, it can combo into 6H > K Scarecrow for a guaranteed Item Toss or even wallbreak combo, depending on the proximity to corner. On airblock, dash cancelling leaves Faust very plus, giving him the opportunity to immediately begin pressure.

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 other options may be lacking. In combos near corner, it's a reliable tool at most gravities to bounce the opponent off the wall.

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
  • Jump- and dash cancellable
  • Plus on air block

One of Faust's highest reward and go-to pressure starters. Excellent at catching attempts to escape a throw. Routes into some of Faust's highest damage conversions at mid-screen and corner.

On block, Faust has a plethora of options. Gatling options such as 2S and 5H allow Faust 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. an opponent's attempts to challenge out of block, and 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.

Jump- and dash cancels allow for BRC extensions similar to 5K.

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 well, but vulnerable to low profiles, jump-ins, and repeated dash blocking. 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-- loop is possible at max distance but requires picking up with 5K > dash Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. MMM to connect.

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 hit will perform a follow-up attack that scores a hard knockdown (+46*).

A peculiar move with a disjointed hitbox at the tip. 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. gatling from other starters, as well as a situational, preemptive counterpoke in neutral. Relatively committal on whiff, pushback mitigates some frame disadvantage on block.

An incredibly strong counterpoke in and around max 2P range. Hitbox placement and high active frames allow it to hedge against both ground and air approach when spaced safely. Extremely high reward on Counter Hit, confirms consistently into Scalpel. On regular hit, the hard knockdown gives Faust enough time to Item Toss and still be plus (+32*), or even toss two items and be slightly negative (-9*).

In the corner, the follow-up leads to a very high ground bounce, starting many of Faust's highest damage wallbreak combos when used off starters like c.S.

* Frame advantage includes launch travel time from midscreen. Advantage is higher with wallbounce, two item tosses will be plus.

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.

Striking certain items with this attack before they hit the ground will bat them towards your opponent, with questionable benefit depending on the item.


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 fully charged 5D 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. {

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. Plays an important role in Faust's zoning game, as its speed and recovery makes it a low risk way to stuff approaches. Can be used as a hedge to challenge the ground while leaving yourself available to react to jump-in attacks.

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

On defense, Faust can also use this to end strings from Abare An attack during the opponent's pressure, intended to interrupt it. 5P if 5P > 6P is difficult to confirm.

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
The number of active frames is not a simple number (2(1)3,3). Please specify explicitly.
  • 3 hits total (Mid, Low, Low)
  • 1st hit directly above Faust's head, will usually whiff at non-point blank ranges (effectively 8f startup)
  • Gatling into 2D has a fixed 1f gap

Faust's go-to low option in pressure. Situational anti-air for opponents directly above Faust's head in cases where 6P whiffs and 2S is too slow.

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 canned 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..

Slightly minus on block. Can be throw punished point blank; however, Faust's cancel options leave him able to challenge this and other counterplay:

  • Gatling into 2D:
    • Fast low option.
    • Safe turn ender on block.
    • Beats mashing and buffered jumps.
    • Loses to backdash. 1f gap makes it (technically) consistently punishable by reversals, but the timing is hard against a multi-hit.
  • Tick throw (into Throw or Snip):
    • Requires point blank spacing.
    • Punishes respecting 2D.
    • Loses to mashing, jumping, and backdash.
  • Link 5K:
    • Beats backdash, leaves Faust plus against jumps.
    • Loses to mashing.

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

High reward anti-air. 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. Relatively slow startup, with disjoint only later in the animation, so it can be liable to trade.

Hitbox appears on both sides of Faust, useful for catching ambiguous jump-ins directly above Faust's head where 6P is liable to whiff -- however, its slow startup often forces Faust to use it preemptively, and its whiff recovery leaves Faust highly vulnerable. Beware of observant players baiting this out.

Cannot be counterpoked by 6P, but can easily whiff in corner if the opponent FD Faultless DefenceA special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.s a starter c.S.

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 that challenges grounded movement. Vulnerable to jumps.

Cancelling into item toss on block is -23, which is unsafe at most spacings. If left to recover on it's own, it's only -12.

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. Late cancelling into Mix Mix Mix or Thrust on block may catch opponents moving in to capitalize on the plus frames.

On 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

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 lots of upper body invuln. Grants a safe item toss on hit, and offers combo potential on counterhit.

On airblock, pops up and leads to airblocked Mix Mix Mix (Which is plus.)

Not very good at covering behind Faust, and struggles to anti-air deep airdashes that pass over your head or approaches from directly above such as Chipp's j.2K.

Faust's 6P has more recovery than most other characters, so its use as a counter poke in neutral is limited.

Chaining from 5P on this move is very consistent for combo conversions when nothing else is available.

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

Overhead, great counter-hit button. Deceptively good prediction whiff punish. Huge aerial hitbox.

Generally punishable if it misses the opponent or they block it. Consider saving tension so you can PRC out of this move if needed.

You'll want to wait when you 6H so that you don't cancel incorrectly. Air hit and ground hit act differently, so you'll want to wait until you confirm what happens before you decide which option to take.


Staggers on ground hit, which can combo into Thrust if the opponent is slow to recover.

Confirms into Thrust on grounded counter hit.

On aerial hit, confirms into 214K, which leads to a guaranteed item throw or corner combo depending on positioning.

Cancelling into What Could This Be is faster than letting 6H recover on its own.


Fairly safe to cancel 6H into Thrust at max distance even when blocked.

On hit, cancelling into Thrust or Item Throw cannot be punished or contested.

214K from an aerial counter hit needs to be delayed for both hits to connect.

Can combo into 214S PRC Snip Snip Snip on hit.

When using combos that don't push you too far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into 214S to ensure you don't run out of time.

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.H at the right heights. 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

Can hit a standing opponent while rising (Important for f-shiki). Opponents with an Afro can be hit by j.K while crouching (exceptions:  Faust,  Giovanna,  Jack-O') due to the extended hurtbox, making j.K > j.D an easy unreactable overhead string for setting Afros on fire or starting a combo.

Often used to cover Faust landing in situations where j.D/j.S/j.236P would be too slow.

Can combo into j.D, j.236P or Mix Mix Mix on air hit, although those may drop depending on the spacing.

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
  • Air Dash cancelable.
  • Wallbounces on hit.

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 decent amount of active frames and huge disjointed hitbox make it especially hard to contest once active.

A crucial tool in Faust's corner combos, especially on Counter Hit. Air-to-air j.H close to the corner can easily confirm into a full combo after landing.

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 deep-hitting jump-in attack that can easily ignite the Afro.

Should it hit the opponent when Afro is applied, the opponent is launched into the air for a full combo. Making them block j.D with an Afro on is also strong, as they must deal with the threat of a delayed explosion while Faust continues pressure.

Faust's hurtbox extends into the hitbox below him at the injection site.

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

A strong 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.

Jumping into immediate j.2K is a very low risk option to stuff approaches in neutral. When done as low as possible, it is very safe on block, up to +2 if its blocked low enough (although it is usually slightly minus on block).

If used from high up, it is minus on hit if not cancelled. Cancelling it into Love and sometimes threatening with a cancel into Mix Mix Mix will keep it hard to challenge in certain matchups.

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. Can give a safejump if you OTG with close slash and jump cancel into a low airdash. Alternatively, you can throw an item and still have time to meaty. Paired with 214S & 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 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
  • 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.

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

Special Moves

Thrust

41236K

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
Pull Back 0 61 2 30 1-60F Full
Hole in One! 80/100/120 All 8 8 41 -30
The number of startup frames is not a simple number (26~37). Please specify explicitly.
Total: 92
Total: 56
  • Invulnerable during Pull Back startup

Faust attacks with a menacing red trail behind his scalpel. 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.

  • Early Hit: 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 solid reward if you are not confident in your golfing skills or want to sacrifice damage for okizeme, particularly near the corner where Sweetspot would break the wall.
  • Sweetspot: Action lines around the screen and a dramatic camera angle will indicate a successful hit as the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall when in range. Disables opponent's Burst from initial hitstop until landing.
  • Sourspot: The opponent falls out of the launcher for a soft knockdown. The golf club may hit the opponent as they fall. Leaves Faust at a frame disadvantage of -10.
  • Empty: No H is pressed, dealing no damage and leaving the opponent in a hard knockdown directly in front of Faust. Sacrifices the most damage for the strongest okizeme, leaving Faust enough time to toss an item and still do 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. attack. Highly situational, but useful when Faust is in the corner and wants to swap sides with the opponent.

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, especially when combined with meter to RRC after a Sweetspot hit.

Pullback can be Kara Cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ed into either of Faust's Overdrives, although Bone-crushing Excitement will only initiate a cinematic when done early enough (opponent must be above Faust's head at time of activation). Cancelling into Bone-crushing Excitement is a decent Option Select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. for bursts and nets good damage and okizeme at the cost of meter. Cancelling it into W-W-What Could This Be? yields varying results, but gives your opponent less space to play around the Items that appear. Due to a bizarre bug, Faust is unaffected by any peels that come out this way.



Afro

When an Afro is on the ground behind an opponent, using a Sourspot hit can cause them to tumble backwards into it. Situational, as the frame disadvantage and spacing from a Sourspot 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 premiere tool to convert with, but if you're confident on the spacing, other buttons like c.S can also net a high 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
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.

What Could This Be?

236P

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
26 Total 40

Faust reaches into his scrubs and grabs an item at random to throw. Generally, items are thrown in an upward arc toward the opponent with some exceptions. Items have the potential to cause huge shifts in momentum for and against Faust. It can be risky to throw items in neutral, depending on the range and the matchup.

With the exception of Meteor, items are thrown a set distance. This distance can be broken down into close/medium/far ranges.

  • Far: Trumpet, Afro, Mini Faust
  • Medium: Bomb, Donut, 100T Weight
  • Close: Banana (and Peel), Hammer

Items will also bounce slightly off the wall if you're throwing items at a cornered opponent for pressure.

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
  • Knockdown/ground bounce on hit

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.

If the opponent airblocks this, Faust is plus and gets the chance to continue pressure with his faster normals. The exact frame advantage varies by height, but he's usually +5 or so.

Can be used as a frame trap tool, but the long startup means it can't frame trap fast jabs. Also useful as an opportunistic escape from gaps in corner pressure out of a super jump; however, this can leave Faust vulnerable to being chased down and punished on landing, so consider using Love beforehand to force the opponent to waste time blocking it (or use RC at the end to make it safe). This strategy is most effective against slow characters who have trouble chasing fullscreen.

Mix Mix Mix Loop

If Faust is low to the ground when he leaves MMM, he recovers fast enough to link a button, provided gravity scaling mid-combo is not too severe.

In order to loop:

  • Faust must be low to the ground (Hold 3).
  • You want to be holding 3 going into the first hit.
  • You want to go into the 4th hit holding 1 to ensure the opponent bounces closer to Faust for a c.S pickup.
  • If the initial MMM hits make contact too far off, it will "sour spot", and you won't leave MMM close enough to the opponent to pick up.

Example Input: 2H > 236S[3]...[1] > c.S

Because the Mix Mix Mix Loop requires a certain level of gravity scaling as you leave Mix Mix Mix, certain starters are more generous than others.

Moves like c.S, 5K, and 2K's first hit do not scale initial combo gravity at all, allowing approximately 3 hits (or more, in the case of 2K) before you can no longer loop from MMM.

Jump-ins (j.K, j.H, j.S, j.D) that connect on a grounded opponent scale initial gravity more than the above, so you may only be able to get a single hit in before MMM (Example: CH j.D > MMM), lest gravity scale too high.

This is not the case for air hits with these airborne attacks, which leave the opponent much higher going into MMM, allowing for a pickup off three hits. Certain moves also allow you to net the loop when catching backdashes or airborne attacks from the opponent, such as air-hit 5P>5K>MMM or air-hit 2P>5K>MMM.

Moves like 6P or 2K's later hits scale gravity too harshly to allow any pickup post Mix Mix Mix.

Summary

If you're using optimal starters such as 5K, c.S, or 2K(1): you do not necessarily need to worry about gravity in your starter in order to loop.

If you're not using an optimal starter, such as a CH jump-in: you either need to go into MMM immediately as the next hit to loop, or the opponent must be in a situation where they're picked up higher in the air.

For that reason, air-to-air normals or 5P>5P>6P air-hit can still allow you to loop. This is more relevant in air-to-air situations, when catching stray backdashes, and catching moves that have airborne frames.

Bonus Stupid Thing

If the opponent is caught too high above MMM, the last hit will whiff, and you get no ground bounce.

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
  • Knockdown on Hit
  • Marginally longer range than Ground Throw

Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an Afro. The opponent is launched slightly away into a hard knockdown, granting Faust time to continue his offense.

During the animation, other items will continue to fall to the ground and can be picked up by players, activating their effects. Most damaging items won't do anything, 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. Keep in mind, however, that this will immediately blow the applied afro up.

The knockdown from this move has a faster recovery than from Ground Throw. However, since the buff in 1.10, he has time to safe jump against all reversals, including 7 frame reversals.

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

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
18, 40 All 27 Total 48
  • Love! explosion hits both players
  • Afro Love! explosion hits the opponent only, Guard Crush on block
  • Both explosions trigger Mini Faust and ignite Afros
  • Counter Hit state during the full animation
  • Connecting with only the explosion (not the initial hit of the bag falling) deals 40 damage

Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion will affect Faust on hit or block if Faust is he too close to the explosion.

If Faust is wearing an Afro (his own or from an opposing Faust), he can unleash Afro Love! (Afro Bomb, Frobag, etc.) a more powerful version of Love! with longer range, a higher bounce arc and a wider bomb explosion. It deals almost double the damage on hit and inflicts Guard Crush on block. This version bounces on the ground twice before reaching the opponent, and will bounce off-screen instead of hitting the wall.

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]
  • Values in brackets ([]) represent full charge

A high risk, high potency surprise attack and movement option. All versions summon two scarecrows: one in front and one behind the opponent.

  • 214P: Faust occupies the front scarecrow before attacking. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow appears in front of them and does not take the corner.
  • 214K: Faust occupies the back scarecrow before attacking. This move causes Faust to switch sides as the scarecrow appears. Faust has a hurtbox before attacking. Inputting 4 or 6 during the attack will cause Faust to move while he spins. If the opponent is cornered, Faust's scarecrow pushes them out of the corner and appears behind them.
  • 214S: Faust occupies no scarecrows. The camera will center around the two scarecrows, then instantly pan up as Faust falls with a stabbing overhead. Once he lands, he contorts his body to roll away from the opponent in a recovery animation.

Note that for both 214P and 214K, the opponent will always turn to face the correct scarecrow as soon as you move, so be sure to have meter or items ready to cover your back.

All versions can be charged. The charged versions are safer/more advantageous on block and hit. 214[S] (Overhead) is still unsafe, while 214[P] and 214[K] versions are plus on block. On hit, 214[P] and 214[K] can also cause a wallbounce close to the corner.

All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, 214S 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.

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)

Crawl

[1] or [3]

Instantly shrinks Faust's hurtbox. This allows you to shrink down under certain attacks. Both crawl directions have the same hurtbox; however, due to the proximity block mechanic, back crawl will not low profile an attack or projectile if it connects as part of a blockstring.

For a comprehensive list of attacks, see here (and make sure to support the poster!).

For visual crawling guides, see here

Table of Key moves Faust can crawl under: here

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
  • Explosion triggers Mini Faust
  • Ignites the Afro
  • Can be batted by 5D, allowing you to send it towards your opponent without waiting for it to land first
  • Striking the bomb extends the active frames and hitstop of the attack used

Classic Faust item with a new twist. The bomb will explode after a set period of time. Both players can use attacks to knock the bomb up and away while the fuse is lit. Striking the bomb allows you to gatling from or special cancel your attack if it can normally do so.

You can hit it at varying angles depending on which move you use, for example; 2S will send it extremely high up and often times will catch jump ins from the other side of the screen. Keep in mind though that your opponent can also hit the bomb back, so time your attacks right using moves with minimal recovery frames, like 2P or 5P to catch them off guard. Try to place the bomb well-above the opponent's head or behind them so it can't be contested before it explodes.

Additionally, the explosion pollutes the screen with visual noise. This can be used as cover for approaching the opponent, or to cover his other items/summons.

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

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
  • Can be batted by 5D, in an attempt to force feed your opponent. Also works if Faust only throws the peel.

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, the chances of Faust tossing a novel banana or peel are decreased.

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
  • Can be batted by 5D, in an attempt to force feed your opponent.

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 out, the chances of Faust throwing another donut are decreased.

Afro

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
- None 110 To Land 180
  • Can be batted by 5D, potentially surprising your opponent with a flying afro.

Falls slowly. Grants whoever touches it a glorious Afro.

Afro extends the wearer's hurtbox upwards at all times except when landing during blockstun. A character wearing an Afro loses upper body invincibility on their 6P due to the Afro's hurtbox. Characters with Afros on become susceptible to instant overhead setups. Faust, luckily, is quite low during his crouch animation, so he's less affected.

Moves with fire properties, such as j.D, Love!, Bomb, and Meteors, as well as certain moves from other characters, can ignite the Afro, causing it to explode after a short while if triggered. On hit, the explosion happens immediately, whereas on block, it stays ignited for a few seconds before exploding. This delayed explosion guard-crushes the opponent. In both cases, the explosion launches the Afro'd player upwards for a combo on hit. The explosion only affects the Afro'd character.

The Afro explosion causes Guard Crush, denying the victim throw protection on block.

If an Afro'd character blocks or takes total of 10 hits, the Afro will disappear.

If Faust uses Love! with an Afro on, the move gains additional properties,

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
2
  • 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.

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
  • 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 / +21 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.

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...

Mini Faust, after landing simply walks around back and forth harmlessly until he is triggered into action.

After being thrown, Mini-Faust can be batted by 5D, though difficult to time.

TRIGGERS FOR THE FELLAH:

  • Bumping into your opponent.
  • Being struck by an opponent's attack.
  • Being hit by the explosion from a Bomb.
  • Being hit by the explosion from Love.

1ST PHASE AFTER ACTIVATION: He stomps the ground, dealing two hits in quick succession. This is followed by a pause where there is a sizeable gap.

2ND PHASE AFTER ACTIVATION: Mini-Faust flings himself at the opponent, dealing a number of attacks all at once.

USES FOR THE FELLAH:

  • Coverage for more item tosses
  • Coverage for throw attempts
  • Scarecrow Crossups

It is possible to combo into the first sequence of attacks, follow up, and still combo into the second sequence.

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

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
  • Guard Crush on Block (Screen Shake)
  • Hard Knockdown on hit.
  • Can be batted by 5D to knock it towards your opponent with very slightly altered air time. It's difficult to time and you'll be unable to avoid it yourself, however.

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 Hard Knockdown if they are caught.

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

Faust has many options to both contest the air if the opponent jumps, or continue pressure if they commit to blocking. Combine these together with the threat of the screen shake for potent okizeme and approaches from fullscreen.

If an opponent is forced to block this, the Guard Crush state allows for some powerful crossups with Mix Mix Mix (as Guard Crush temporarily removes crossup protection). The Guard Crush state can also allow Faust to go for command throws that will beat an opponent attempting to mash.

The time it takes for the weight to hit the ground after thrown is enough to let Faust get another item tossed and then backdash to not be knocked down. This can be good at long range as your opponent is forced to jump or block while you get to throw more items out.

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
  • Counts as an attack for whichever character acquires it.
  • Strikes repeatedly and at random intervals for as long as the target is in range.
  • Can be batted by 5D if you think it's too difficult for your opponent to obtain normally.

Throws a trumpet. Whoever picks it up summons a Mini Faust Army that move laterally across the ground in a single wave, starting from the corner behind them toward the other player. A cloud of music notes will appear around said player, which dissipate as the Mini Faust Army appears.

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. It can save/ruin combos, scrambles and whole rounds, so make sure to jockey for it. Faust can use his unique movement options such as Mix Mix Mix, Scarecrow and Bonecrushing Excitement to secure a trumpet, but be wary of an opponent who can exploit these options.

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

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
  • Guard Crush on Block
  • Ignites the Afro
  • Can be batted by 5D, if you want to really hit them with a meteor.
  • Meteors fall in a random order
  • May hit from 1 to 5 times, randomly

Faust throws a molten rock up high off screen. After a comically long wait, it and several more meteors come hurtling back down at a slight angle toward the opponent. The blast zone tracks with the opponent from where Faust first spawns the meteor.

Every meteor of this move causes Guard Crush state, leaving players incredibly vulnerable to crossups if they block it (As every new hit needs to be blocked correctly), and quite vulnerable to throw mixups on recovery. Will give you an excellent chance to confirm into damage, or to pull more items (Even Item Super).

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
  • 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

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
  • Spends 100% Tension to throw 10 items in rapid succession.

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 usually find safer and better use of meter by exploring other options such as Roman Cancels. It's hypothetically possible to get decent results from doing this off of a Gold Burst. Even in that situation, it is usually wiser to use W-W-What Could This Be? instead.

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
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

External References

Notable Players:

  • ApologyMan (EN)
Twitch: ApologyMan
YouTube: ApologyMan
Twitter: @ApologyMan
  • JuxtAPoser (EN/HE)
Twitch: JuxtAPoserTv
Twitter: @a_juxt
  • Krackatoa (EN)
Twitch: Krackatoa
Twitter: @Koryuken
YouTube: Krackatoa
  • RhagTheDucktle (EN/PT)
Twitch: RhagTheDucktle
  • Nage (JP)
Twitch: nage_pink
YouTube: ナゲ
Twitter: @nage_pink
  • RF (JP)
Twitch: rfrfrf55
YouTube: RF GameCh
Twitter: @rfrfrf555

Navigation

 Faust



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