GGST/Faust: Difference between revisions

From Dustloop Wiki
m (moved crawl to special moves section)
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</div>
</div>


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_6P.png
GGST_Faust_2P.png|How to roundstart 101
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_6P.png
GGST_FA_HB_2P.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Faust" and input="6P"
|where=chara="Faust" and input="2P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Dominant anti-air option with lots of upper body invuln. Grants a safe item toss on hit, and offers combo potential on counterhit.
Low poke that leaves Faust even on hit. Plays an important role in Fausts zoning game, as it's speed and recovery makes it a low risk (albeit low reward) way to stuff approaches.
Can be used as a hedge to challenge the ground while leaving yourself available to challenge opponents that might jump.


On airblock, pops up and leads to airblocked Mix Mix Mix (Which is plus.)
You can also use this to end strings from {{clr|1|5P}} to restablish yourself when pressured, if you can't confirm {{clr|1|5P}}>{{clr|1|6P}}.  
 
Not very good at covering behind Faust, and may struggle to anti-air deep airdashes that pass over your head.
 
Faust's {{clr|1|6P}} has far more recovery than most other characters, so its use as a counter poke in neutral is limited.
 
This move was recently patched (v1.10) to make chaining and comboing from 5P more consistent, by increasing the lower hitbox forward.


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


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</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 455: Line 451:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_6H.png
GGST_Faust_2K_1.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_6H_1_Hitbox.png
GGST_Faust_2K_1_Hitbox.png
GGST_Faust_6H_2_Hitbox.png
GGST_Faust_2K_2_Hitbox.png
GGST_Faust_6H_3_Hitbox.png
GGST_Faust_2K_3_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Faust" and input="6H"
|where=chara="Faust" and input="2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Overhead, great counter-hit button. Deceptively good prediction whiff punish. Huge aerial hitbox.
<!--Insert text below the =s and above the 2 /divs-->


Confirms into Scalpel on counter-hit. You'll want to wait when you {{clr|4|6H}} so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option.
3 hits total. Faust's go-to low option. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into {{clr|5|2D}} for a knockdown as a confirm.


Doesn't combo into anything at a distance on normal ground hit. When using combos that don't push you far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into {{clr|3|214S}} to ensure you don't run out of time.
Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so. At very close spacing, can be used as a tick throw setup into Snip Snip Snip.


Super risky if you don't get the counter-hit or the air hit. Consider saving tension so you can PRC out of this move if needed.
The 1st hit is a mid located above Faust's head. This hit will usually whiff if {{clr|2|2K}} is not done point blank, making the move effectively 10F startup in most situations.


<!--Insert text below the =s and above the 2 /divs-->
The 1st hit can also be used as situational anti air for opponents directly above your head, in cases where {{clr|1|6P}} would whiff and {{clr|3|2S}} would be too slow. However, due to the 2 active frames and lack of disjoint, it is not a reliable anti air for most situations.
</div>
</div>


===<big>Crawl</big>===
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
<span class="input-badge">'''1 or 3'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Crawl.png|swiggity swooty
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_Crawl.png
</gallery>
</tabber>
</div>
<div class="attack-info">
==== ====
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 [https://twitter.com/EmperorDukeKing/status/1488388156785405956?s=20&t=KLhPrktxyxbkRUlAP9DdTA here] (and make sure to support the poster!).
 
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>
</div>
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2P.png|How to roundstart 101
GGST_Faust_2S.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_2P.png
GGST_Faust_2S_1_Hitbox.png
GGST_Faust_2S_2_Hitbox.png
GGST_Faust_2S_3_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 536: Line 510:
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Faust" and input="2P"
|where=chara="Faust" and input="2S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
Low poke that leaves Faust even on hit. Plays an important role in Fausts zoning game, as it's speed and recovery makes it a low risk (albeit low reward) way to stuff approaches.
High reward anti-air. Relatively slow, and only gains disjoint in the later part of the hitbox. Can be liable to trade. A go-to frame trap option from a {{clr|3|c.S}} starter, allowing for a full conversion into [[{{PAGENAME}}#Thrust|Thrust]] on counter hit. Can be used during okizeme to simultaneously hit meaty and cover backdash, where {{clr|3|c.S}} only has a 2f window to do this.
Can be used as a hedge to challenge the ground while leaving yourself available to challenge opponents that might jump.


You can also use this to end strings from {{clr|1|5P}} to restablish yourself when pressured, if you can't confirm {{clr|1|5P}}>{{clr|1|6P}}.  
Hitbox appears on both sides of Faust, can be good for air attacks directly above your head where {{clr|1|6P}} is liable to whiff -- however, its slow startup often means you have to use it preemptively. Beware of observant players baiting this out.


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}
Useful for pickup on airborne opponents to combo into [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]].


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>
</div>
</div>


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 558: Line 532:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2K_1.png
GGST_Faust_2H.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2K_1_Hitbox.png
GGST_FA_HB_2H.png
GGST_Faust_2K_2_Hitbox.png
GGST_Faust_2K_3_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Faust" and input="2K"
|where=chara="Faust" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
A far-reaching unreactable low that challenges forward movement.


3 hits total. Faust's go-to low option. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into {{clr|5|2D}} for a knockdown as a confirm.
If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.


Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so. At very close spacing, can be used as a tick throw setup into Snip Snip Snip.
If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.


The 1st hit is a mid located above Faust's head. This hit will usually whiff if {{clr|2|2K}} is not done point blank, making the move effectively 10F startup in most situations.
<!--Insert text below the =s and above the 2 /divs-->
 
The 1st hit can also be used as situational anti air for opponents directly above your head, in cases where {{clr|1|6P}} would whiff and {{clr|3|2S}} would be too slow. However, due to the 2 active frames and lack of disjoint, it is not a reliable anti air for most situations.
 
[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
</div>
</div>
</div>


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2S.png
GGST_Faust_2D.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2S_1_Hitbox.png
GGST_FA_HB_2D.png
GGST_Faust_2S_2_Hitbox.png
GGST_Faust_2S_3_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 617: Line 583:
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Faust" and input="2S"
|where=chara="Faust" and input="2D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
High reward anti-air. Relatively slow, and only gains disjoint in the later part of the hitbox. Can be liable to trade. A go-to frame trap option from a {{clr|3|c.S}} starter, allowing for a full conversion into [[{{PAGENAME}}#Thrust|Thrust]] on counter hit. Can be used during okizeme to simultaneously hit meaty and cover backdash, where {{clr|3|c.S}} only has a 2f window to do this.
A typical sweep that grants a hard knockdown.


Hitbox appears on both sides of Faust, can be good for air attacks directly above your head where {{clr|1|6P}} is liable to whiff -- however, its slow startup often means you have to use it preemptively. Beware of observant players baiting this out.
{{clr|2|2K}} > {{clr|5|2D}} > Item Toss is a go-to string when confirming from {{clr|2|2K}}, as you still have time to meaty after throwing an item. You can frame trap from {{clr|2|2K}} using this move.
 
Useful for pickup on airborne opponents to combo into [[{{PAGENAME}}#Mix Mix Mix|Mix Mix Mix]].


[[GGST/Faust/Frame Data#Gatling_Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
<!--Insert text below the =s and above the 2 /divs-->
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>
</div>
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2H.png
GGST_Faust_6P.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_2H.png
GGST_FA_HB_6P.png
</gallery>
</gallery>
</tabber>
</tabber>
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{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Faust" and input="2H"
|where=chara="Faust" and input="6P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
A far-reaching unreactable low that challenges forward movement.
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 may struggle to anti-air deep airdashes that pass over your head.
 
Faust's {{clr|1|6P}} has far more recovery than most other characters, so its use as a counter poke in neutral is limited.


If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.
This move was recently patched (v1.10) to make chaining and comboing from 5P more consistent, by increasing the lower hitbox forward.


If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.


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


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_2D.png
GGST_Faust_6H.png
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_2D.png
GGST_Faust_6H_1_Hitbox.png
GGST_Faust_6H_2_Hitbox.png
GGST_Faust_6H_3_Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 690: Line 660:
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="Faust" and input="2D"
|where=chara="Faust" and input="6H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
|}
==== ====
==== ====
A typical sweep that grants a hard knockdown.
Overhead, great counter-hit button. Deceptively good prediction whiff punish. Huge aerial hitbox.
 
Confirms into Scalpel on counter-hit. You'll want to wait when you {{clr|4|6H}} so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option.
 
Doesn't combo into anything at a distance on normal ground hit. When using combos that don't push you far away, this will be your go to wall break button for high damage in most situations, although if it is the button that wall-sticks, consider special cancelling into {{clr|3|214S}} to ensure you don't run out of time.


{{clr|2|2K}} > {{clr|5|2D}} > Item Toss is a go-to string when confirming from {{clr|2|2K}}, as you still have time to meaty after throwing an item. You can frame trap from {{clr|2|2K}} using this move.
Super risky if you don't get the counter-hit or the air hit. Consider saving tension so you can PRC out of this move if needed.


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


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
Line 1,296: Line 1,271:


All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, {{clr|3|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.
All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, {{clr|3|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.
</div>
</div>
===<big>Crawl</big>===
<span class="input-badge">'''1 or 3'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Faust_Crawl.png|swiggity swooty
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_FA_HB_Crawl.png
</gallery>
</tabber>
</div>
<div class="attack-info">
==== ====
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 [https://twitter.com/EmperorDukeKing/status/1488388156785405956?s=20&t=KLhPrktxyxbkRUlAP9DdTA here] (and make sure to support the poster!).
<!--Insert text below the =s and above the 2 /divs-->
</div>
</div>
</div>
</div>

Revision as of 06:12, 1 March 2022



Overview
Overview

With good range, pressure, and his signature Random Item Toss, Faust is Guilty Gear's "Spicy Zoner" who will play keepaway one moment, then mix you up with instant overheads the next.

Faust is a unique character that uses his large normals like f.S and 2H combined with specials like Love and Scalpel Thrust to create safe distance to use his Item Toss and continue pressure or go back to neutral depending on what comes out. He can use his c.S and 2K pressure to enforce strike/throw mixup with his Command Grab, which gives the opponent an Afro that unlocks his terrifying 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. His j.2K and Scarecrow, when combined with Roman Cancels, allow him to counterpoke and punish many things other characters can't, and utilize Mix Mix Mix with RCs to reset pressure.

This gives him a lot of gimmicks to keep the opponent on their toes in a match, but his defense is rather plain, save for his invincible Overdrive Bone-crushing Excitement which, instead of letting it rip (As a slower-than-average Overdrive), he can also freely PRC in the early startup frames to pass through both attacks and throws. In addition, some of Faust's items can be used against him. Sometimes it can be a minor inconvenience like your opponent eating one of your Donuts, a big issue like one of your Bombs being launched behind you, forcing you to block, or something catastrophic like having your Trumpet picked up and immediately losing neutral.

Faust is recommended for players who want strong mixup & okizeme, and are willing to gamble in order to secure it.

 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 decent array of pokes to keep the opponent on their toes and to cover thrown items. He also has a command grab to capitalize once they start blocking. The length of his attacks means they're hard to outmaneuver on the ground, so the opponent might feel forced to block or go for riskier counterplay.
  • Good Milage from RC: j.2K and Scarecrow become very strong once Faust has 50% tension to spare. With meter, Scarecrow PRC allows Faust to teleport almost instantly, which is immensely useful as both a pressure/mixup option and as a way to reposition safely.
  • Item Throw: Faust's ability to throw items means he has a way to immediately force a response from the opponent. 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.
  • Unusual Hurtbox: Faust can crawl under certain moves with his crouching block or walk (the 1 or 3 inputs, respectively); this allows him to low profile many attacks in the game, and opens up whiff punish opportunities other characters don't have access to.
  • Meter Reliant: Without meter, Faust is limited in ability to aggress on the enemy outside of punish scenarios. j.2K > 236S/j.236P on normal hit can be interrupted by some 5Ps or reversals letting opponents punish Faust on hit.
  • Item Throw: Sometimes you'll throw Trumpet at your opponent and be really sad.
  • Low Damage/Reward: While Faust's kit has lots of good buttons, many of them do not reliably confirm into big combos or strong oki. The buttons that do lead to high reward often only do so on counterhit, or are otherwise very risky to throw out in neutral.
  • Unusual Hurtbox: Faust is larger and wider than other characters in the air, he's also taller vertically compared to other characters when standing or in standing guard. This can make navigating certain situations trickier than normal, and he's more prone to instant overhead setups.
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Faust
GGST Faust Character Guide

Normal Moves

5P

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

Strong anti-air option and counterpoke with low whiff recovery.

Its high hitbox means it's very vulnerable to being low profiled by an opponent's attacks (or even their sprinting animations). It also whiffs on crouching opponents; however, afro will allow it to connect on all crouching opponents except  Jack-O'.

Faust's hurtbox is incredibly tall during this move, so he's open to attacks from above as well, however, his hurtbox doesn't extend forward much during the startup, making it hard to contest should the opponent interact with his extended leg.

If it stuffs an air approach, it can combo into 6H, letting Faust gain space and throw items. However, it is prone to whiffing at some spacings.

Because of its speed, reach, and the fact that's it's jump cancellable, it offers up some spicy jump cancel 66BRC punishes where Faust's options might be lacking. In combos it can be used to bounce an airborne opponent off of the wall, often to connect a 6H.

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

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

Probably Faust's highest reward and go-to pressure starter to check throw escape attempts.

Plus on air block, leads to some of Faust's highest damage conversions at mid-screen and corner.

Minus on normal block, but gatling options such as f.S, 2S and 5H allow you to trap attempts to challenge Faust afterwards.

Jump cancellable, allowing for BRC extensions similar to 5K.

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

f.S

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

  • Pressing H again after a successful grounded hit will perform the follow-up attack.

A peculiar move that has high payoff on counter-hit. In the corner, this leads to a very high ground bounce, moreso if it lands raw.

An incredibly strong counterpoke in and around 2P range, with a disjointed hitbox towards the tip. In combos, routing into 5H can net a tricky conversion into Scalpel, making small counter-hits turn into homerun wallbreaks easily.

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
40 High 20 3 26 -15 -
50 High 28 3 26 -10 -

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Universal overhead attack that's pretty fast. You'll want to keep your meter to convert off the uncharged version in pressure. Particularly potent when the opponent has a burning afro applied and commits to crouch blocking, where this move may break open their defense long enough for it to explode and allow Faust to continue pressure. Can followed up from 5K, 2K, or c.S for a mixup.

Has a special interaction with several of the items Faust can throw as well. Striking certain items with his 5D 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/dash 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 uncharged but is slow enough to be reacted to, but if it does land it gives a very high damaging combo.

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 will net you little to no benefit at all.

Faust 5D Reflectable Projectiles Table
Character Move
 Anji Mito
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6
 Axl Low
  • N/A
 Baiken
  • N/A
 Chipp Zanuff
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage-
    • All strikes destroy this projectile, but 5[D] actually reflects it instead.
 Faust
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- (Projectile only, and you will probably get hit by the explosion.)
  • Love (With Afro)GGST Faust j236P.pngGuardAll (Guard Crush)Startup27RecoveryTotal 48Advantage- (Projectile only.)
  • What Could This Be?GGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage-
    • HammerGGST Faust Hammer.pngGuardAllStartup1RecoveryAdvantage-
    • MeteorsGGST Faust Meteors.pngGuardAll (Guard Crush)StartupAbout 70RecoveryAdvantage- (Will usually reflect only 1, you will get hit by the rest.)
 Giovanna
  • N/A
 Goldlewis Dickinson
  • N/A
 Happy Chaos
  • N/A
 I-No
  • Antidepressant ScaleGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8
  • Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 (Nullifies it.)
 Jack-O'
  • j.DGGST Jack-O jD.pngGuardAllStartup21RecoveryTotal 44Advantage-
 Ky Kiske
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage- (Nullifies it.)
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14
  • Aerial Stun EdgeGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25]
 Leo Whitefang
  • Gravierte Würde [4]6SGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup10RecoveryTotal 50FAdvantage-12
  • Gravierte Würde [4]6HGGST Leo Whitefang Graviert Wurde.pngGuardAllStartup35RecoveryTotal 66FAdvantage+17
 May
  • Arisugawa SparkleGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29
    • All strikes destroy this projectile, but 5[D] can reflect it too, if timed properly.
 Millia rage
  • Tandem Top 236SGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10
  • Tandem Top 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36
 Nagoriyuki
  • N/A
 Potemkin
  • F.D.B.GGST Potemkin FDB Reflect.pngGuardAllStartup1RecoveryAdvantage+11 (Reflected projectile only.)
 Ramlethal Valentine
  • Bajoneto 236SGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9 (Follow-up explosion only, nullifies it.)
  • Bajoneto 236HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3 (Follow-up explosion only, nullifies it.)
 Sol Badguy
  • Gun FlameGGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10
 Zato-1
  • "That's a lot!"GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 (Will reflect only 1, and in most cases the remaining drills will still hit you.)
  • Invite HellGGST Zato-1 Invite Hell 1.pngGuardAllStartup18Recovery2Advantage-7 (Nullifies it.)

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

Low poke that leaves Faust even on hit. Plays an important role in Fausts zoning game, as it's speed and recovery makes it a low risk (albeit low reward) way to stuff approaches. Can be used as a hedge to challenge the ground while leaving yourself available to challenge opponents that might jump.

You can also use this to end strings from 5P to restablish yourself when pressured, if you can't confirm 5P>6P.

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

3 hits total. Faust's go-to low option. Great for catching jump or backdash escape, so mix it well with Snip Snip Snip and Throw in pressure. Chains into 2D for a knockdown as a confirm.

Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so. At very close spacing, can be used as a tick throw setup into Snip Snip Snip.

The 1st hit is a mid located above Faust's head. This hit will usually whiff if 2K is not done point blank, making the move effectively 10F startup in most situations.

The 1st hit can also be used as situational anti air for opponents directly above your head, in cases where 6P would whiff and 2S would be too slow. However, due to the 2 active frames and lack of disjoint, it is not a reliable anti air for most situations.

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

High reward anti-air. Relatively slow, and only gains disjoint in the later part of the hitbox. Can be liable to trade. A go-to frame trap option from a c.S starter, allowing for a full conversion into Thrust on counter hit. Can be used during okizeme to simultaneously hit meaty and cover backdash, where c.S only has a 2f window to do this.

Hitbox appears on both sides of Faust, can be good for air attacks directly above your head where 6P is liable to whiff -- however, its slow startup often means you have to use it preemptively. Beware of observant players baiting this out.

Useful for pickup on airborne opponents to combo into Mix Mix Mix.

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

A far-reaching unreactable low that challenges forward movement.

If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.

If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.

2D

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

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 may struggle to anti-air deep airdashes that pass over your head.

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

This move was recently patched (v1.10) to make chaining and comboing from 5P more consistent, by increasing the lower hitbox forward.


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

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

Confirms into Scalpel on counter-hit. You'll want to wait when you 6H so that you don't cancel incorrectly. Air hit and ground hit act differently, as air hit bounces, so you'll want to wait until you confirm what happens before you decide how to time your cancel option.

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

Super risky if you don't get the counter-hit or the air hit. Consider saving tension so you can PRC out of this move if needed.


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

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 MixMixMix on air hit, although those may drop depending on the spacing.

Gatling Options: j.2K, j.D

j.S

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)

Long dominant aerial poke. Rising j.H is great for meeting opponents hanging out at the top of the screen. Doing a falling j.H takes a little longer, but the large amount of active frames make it especially hard to contest should you get it out.

Wallbounce property makes it a crucial tool in his corner combos. With it's airdash cancel and counter-hit properties, air-to-air j.H can easily confirm into a full combo, provided you are close enough to the corner.

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)

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

  • 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 or an on-screen bomb.

Air Throw

j.6D or j.4D

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
Attack
40 All 26~37 12 19 -12
Pull Back
Thrust -> 4
0 61 2 30 1-60F Full
Home Run!
Pull Back -> H
80/100/120 All 8 8 41 -30

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 towards him for a follow-up golf swing. Pressing H right before the opponent hits the ground sends the opponent flying away from Faust. There are three possible outcomes from this follow-up attack:

  • 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.
  • Sweetspot: Action lines around the screen will indicate a successful hit, and the opponent is knocked even further away for a hard knockdown. Automatically breaks the wall if in range.
  • Sourspot: The opponent falls out of the launcher for a soft knockdown. The golf club may hit the opponent as they fall.

Thrust shines when used as a preemptive punish at range versus movement. Off air-hit 6H or counter-hit 6H, this will be your main meterless conversion tool, but you'll want to eyeball the timing for the different kinds of 6H hits. Also useful as a frame trap option for various strings. In specific (yet not uncommon) situations where a Bomb is active near Faust, the Bomb can be launched with the opponent and explode in the air, dealing additional damage and potentially leading into a conversion.

Most 6Ps can go under this attack on reaction in neutral. Use with caution.


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)

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
12×4 All 17 15 to 34 14 after Landing -7 Airborne f4 until landing
12×4 All 17 14 After Landing

*Knockdown/Ground bounce on Hit

Faust rises forward into the air while mixing his scalpel, dealing four rapid hits around him. Holding any direction during the move will influence its trajectory toward that direction. Faust then enters a helpless freefall state until he lands. The air version functions identically.

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 always frame trap faster buttons. Also useful as an opportunistic escape from gaps in corner pressure, especially when used out of a super jump; however, this may leave Faust open 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 characters who have trouble chasing fullscreen, such as Potemkin.

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 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.

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.

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, cS, 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

  • Knockdown on Hit
  • Marginally longer range than Ground Throw

Faust's command grab, where he quickly slashes his opponent with his scissor hands, gifting them an Afro. The opponent is also knocked down, granting Faust time to continue his offense.

During the animation, other items will continue to fall to the ground and can be picked up by players, activating their effects. 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 vs all reversals, including 7 frame reversals.

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

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. Significant frame advantage on block for both players.

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
28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] 10-15F Full
28×2 [28×3] All 54 [84] 11,12 [11,8,3] 10 [7] -8 [+7] 10-15F Full
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.

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!).

Items

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.

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.


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

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
40 All (Guard Crush) 120 [15] 6

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. 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. In both cases, the explosion launches the Afro'd player upwards for a combo on hit. The explosion only affects the Afro'd character.

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

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

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. +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...

  • Knocks the opponent down.
  • Can be batted by 5D, though difficult to time. Mini Faust is very likely to trigger if it lands on or near your opponent.

Mini Faust simply walks around back and forth harmlessly until he is activated by one of the following events:

  • 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.

Upon triggering, the tiny boi gets super pissed and throws himself at the opponent, dealing multiple, rapid-fire attacks.

Mini Faust acts as great cover for more items, Scarecrow mix (potentially), and covering throw/strike mix.

100T Weight

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
25 All (Guard Crush) 1 63

  • Guard Crush on Block (Screen Shake)
  • Hard Knockdown on hit.

A heavy weight that shakes the entire screen when it lands, affecting both players. On air hit, it deals damage with minimal knockback. Then, the screen shake hits any player on the ground for a debilitating Guard Crush or 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.

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.

Throws a trumpet. Whoever picks it up summons a crowd of Mini Fausts 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 Fausts appear.

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.

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

Faust's only invincible reversal. He spots a four leaf clover near the opponent and dives towards it. If they are caught in the dive, he knocks them down. After a graphic animation, Faust reappears in front of them. If done close to the wall, the wall will break, granting Faust a hard knockdown.

If the dive hits as an OTG the full animation will not initiate, dealing only the initial portion of the super damage and leaving Faust very punishable.

If used to break the wall, Faust can get a safejump after the hard knockdown, although this safejump is hard to execute against faster reversals.

If the super doesn't break the wall, you have time for a meaty c.S, but not enough time for a safejump. You can also OTG 2D, if it's needed to finish off an opponent.

This super has much longer startup than most supers, so it's liable to be blocked against fast-recovery meaty options. However, by using PRC to cancel the super during the startup, you gain invulnerability frames to avoid attacks and punish with any option of your choosing (and this only costs 1 meter since the super doesn't actually activate). This is a fantastic reversal option, as you can grab to punish your opponents meaty, while not committing to an attack in case your opponent chose to jump or block to bait a super.

Because RC startup is not invulnerable, you can get hit out of your PRC if cancel the super too early, or if the opponent chooses a delayed or highly active meaty option. However, because neither your super or your RC had time to complete, you will not spend any meter 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 grab 4 items.

  • Because there's no item lockout, the resulting situation if you keep pulling items can get very silly.
  • Since the buff in 1.10, it can be used to dominate neutral, provided you're far away enough from the opponent or you have gotten a knockdown. Potentially strong option after a successful gold burst. Your mileage may vary depending on the matchup and what items you get.
  • If you've previously tossed a Trumpet and have control of it, using this before picking it up guarantees you 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

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

  • Spend all your bar. Get 10 Items. Big meme.
  • Because of high meter gain, this could become an option if you are "playing lame" for the whole match. Faust will usually find safer and better use of meter by exploring other options, however.
  • Due to patch 1.10's Gold Burst buff and improved item spread, you could hypothetically do this off of a Gold Burst and get decent results. Even in that situation, it is usually wiser to use the half bar item super instead.

External References

Navigation

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