GGST/Faust

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Revision as of 17:50, 8 September 2021 by Lonelymaw (talk | contribs) (→‎Mix Mix Mix: Add additional details to corner escape option, including super jump and Love counterplay)



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 Fuzzy Overhead setups. His j.2K and Scarecrow, when combined with Roman Cancels, allow him to counterpoke and punish many things other characters can't, and utilize Mix Mix Mix with RCs to reset pressure.

This gives him a lot of gimmicks to keep the opponent on their toes in a match, but if the opponent ever gets in on him, he's cursed with slow Abare options and only 1 very slow invincible reversal in his Bone-crushing Excitement Overdrive. In addition, some of Faust's items can be used against him. Sometimes it can be a minor inconvenience like your opponent eating one of your Donuts, a big issue like one of your Bombs being launched behind you, forcing you to block, or something catastrophic like having your Horn picked up and immediately losing neutral. In addition to all of this, his damage is rather low without meter or items. Even then, it's average at best when combined with items.

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

 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, Faust can reaction punish projectiles from fullscreen with Scarecrow PRC.
  • Item Throw: Faust's ability to throw items means he has a way to immediately force a response from the opponent.
  • Unusual Hurtbox: Faust can crawl under certain moves by holding 3, this allows him to low profile many attacks in the game, and open up opportunities other characters don't have access to.
  • Super PRC Throw: Faust can input Bone-crushing Excitement followed immediately by PRC drift forwards during the super's startup followed by Snip Snip Snip to effectively give his command grab forward movement and mostly invulnerable startup while also refunding the meter cost of the super. This gimmick is relatively low investment because if Faust is hit during the startup of PRC, then the tension for neither super nor PRC is consumed allowing Faust to attempt the technique again or use the meter for something else.
  • Meter Reliant: Without meter, Faust is limited in ability to aggress on the enemy outside of punish scenarios. j.2K > 236S/236P on normal hit can be interrupted by some 5Ps or reversals letting opponents punish Faust on hit.
  • Poor Defense: 5P, Faust's fastest normal, has 6 frames of startup, and his hurtboxes are large and wide. As a result, his abare An attack during the opponent's pressure, intended to interrupt it. suffers, and he will often struggle to contest throw mixups that other characters could challenge. To make matters worse, these normals don't necessarily create a good situation on hit in certain matchups, unless you're close enough to confirm into 6P.
  • Item Throw: Sometimes you'll throw Horn at your opponent and be really sad. Coupled with What Could This Be's lackluster speed and randomness, this makes item throw uncharacteristically risky when done in neutral, or on block.
  • Risky Pokes: Faust's kit features an array of long range pokes. They're quite dominant but have long recovery and are quite prone to whiff punishment from the air.
  • 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

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 - -

Faust's fastest normal. Decent hitbox with low whiff recovery. Great for challenging small gaps.

Gatling's into 6P for a confirm into Item Toss, however, that's only at close range.

In situations where you don't have time to confirm, or spacing is not favourable, gatling into 2P at max distance to create a neutral situation for yourself.

5P being 6f startup means it can't challenge tight throw attempts, so you might prefer looking at jumping vs. throw attempts instead.

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

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 - -

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

Its high hitbox means it's very vulnerable to being low profiled by an opponent's attacks (or even their sprinting animations).

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

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

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

c.S

f.S

5H

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 13 8 18 - -

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

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

5D

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 - -

  • Data in [] represents values when fully charged.
  • Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
  • Deals more damage when fully charged, launches opponent on hit if combo'd into.
  • Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
  • 80% proration if not fully charged.

Uncharged, it makes for a very hard-to-block overhead. Excellent when chained from 2K or done in place of 2K. You'll want to keep your meter to convert off the uncharged version in pressure.

Letting the a fully charged one rip, however, can lead to big reward.

Fully charged can reflect projectiles, even multi-hitters from Ky, Leo, and I-No. Reflects Anji's butterfly, May's beach ball gets blocked but not sent back.

6P

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 - -

Overhead, great counterhit button. Deceptively good prediction whiff punish. Huge aerial hitbox.

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

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

Super risky if you don't get the counterhit or the air hit. Maybe keep RC on deck for this.

Crawl

1 or 3

Instantly shrinks Faust's hurtbox. This allows you to shrink down under certain attacks.

For a comprehensive list of attacks, see here.

2P

2K

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

Slightly minus on block. Can be throw punished point blank, however, your cancel options leave you available to challenge pretty much any option should you decide to do so.

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

2S

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 - -

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

j.P

j.K

j.S

j.H

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 - -

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 - -

Incredibly dominant poke that is quite likely to win an exchange, however, it's recovery and low hitstun make it risky to use without RC. With RC, however, it leads to all sort of conversions and pressure opportunities, on hit or block.

When you don't have meter, depending on the spacing, it may or may not be safe. Cancelling it into Love! and sometimes threatening with a cancel into Mix Mix Mix! will keep it hard to challenge in certain matchups.

Universal Mechanics

Ground Throw

6D or 4D

No results
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

  • Can throw the opponent either forward or backwards.
  • Hard knockdown on hit.
  • 50% forced proration.

Leaves the opponent in front of Faust in an OTG-able state. Not a bad idea to take the free hit into item toss. Paired with 236S & PRCC lets you ground throw from anywhere almost instantly.

Long animation can be used to kill time and deal with certain situations, such as an opponent picking up Horn or an on-screen bomb. Will drain a considerable amount of Nagoriyuki's blood rage meter.

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 - -
Pull Back
Thrust -> 4
0 61 2 30 - -
Home Run!
Pull Back -> H
80/100/120 All 8 8 41 - -

Faust attacks with a menacing red trail behind his scalpel. If Faust lands a hit while the opponent is grounded and inputs 4 (or 6) he reels the opponent in, launching them towards him for a followup golf swing. Pressing H right before the opponent hits the ground sends the opponent flying away from Faust. There are three possible outcomes from this followup attack:

  • 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.

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


What Could This Be?

236P

Mix Mix Mix

236S (air OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • Knockdown/Ground bounce on Hit

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

Holding any downwards direction going into the 3rd hit, then switching to 1 going into the 4th hit (Or during 4th hit's hitstop), will cause a larger ground bounce than normal, allowing for follow-ups like 5K and c.S.

Useful as a frame trap tool against opponents with fast options. Also useful as an opportunistic 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. This strategy is most effective against characters who have trouble chasing fullscreen, such as Potemkin.

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 - -

  • 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. Faust's safejump followups are still possible in many cases, but they will lose to wakeup reversals with a startup of 7 frames or less.

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 - -

  • Explosion hits both players
  • Triggers Mini Faust
  • Ignites the Afro

Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion can hurt Faust if he is too close to the opponent regardless of if they blocked the attack or not.

Significant frame advantage on block. Can act as a sudden challenge vs. grounded anti-airs when mid-jump, committal movement options, or wary opponents during pressure (with cover from other items).

Can be challenged if someone jumps up to meet you, or runs all the way underneath you before Love! falls.

Scarecrow

214P/K/S (hold OK)

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
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

  • Values in brackets ([]) represent full charge

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

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

All versions can be charged. The charged versions are safer/more advantageous on block and hit. 214[S] (Overhead) is still unsafe, while [P] and [K] versions are plus on block. On hit, the charged [P] and [K] versions will cause a wallbounce close to the corner. Note that for P and K versions, the opponent will always turn to face the correct scarecrow as soon as you move, so be sure to have meter or items ready to cover your back.

All versions move Faust's base position almost immediately after startup, allowing for quick relocation, grabs, and mixups via PRC. Without meter, S Scarecrow can be used to avoid getting hit by certain long range attacks or overdrives, as Faust will be off the screen for a while before re-entering, and against advancing attacks/overdrives will often land behind the opponent.

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

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

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. Characters with afros are more susceptible to instant overhead setups. Faust, luckily, is quite low during his crouch animation, so he's less affected.

  • Moves with fire properties, such as, j.D, Love, Bomb, or Meteor ignite the afro, 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 opponent upwards for a combo. The explosion can still be blocked if it isn't confirmed into.

A character wearing an afro loses upper body invincibility on their 6P. Afro does not extend their hurtbox upwards when landing during blockstun. This makes fuzzying off airblocked normals impossible.

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

Hammer

Mini Faust

No results
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

  • Knocks the opponent down.

Mini Faust simply walks around back and forth harmlessly until his attack is triggered.

Mini Faust will trigger when hit by any of the following:

  • Bomb explosion
  • Love explosion
  • Enemy Horn pickup
  • Any enemy attack

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

If triggered by any of the attacks above, Mini Faust will damage the opponent 3-4 times at random. Conversely, if it merely collides with the opponent, 1-2 hits will be dealt instead.

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

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)
  • Launch on Hit

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

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

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

Horn

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 - -

  • Summoned horde of Mini Fausts triggers Mini Faust
  • Value of n (the number of hits) is random. n is equal to a random number between 5 and 13

Throws a horn. Whoever picks it up summons a crowd of Mini Fausts that move laterally across the screen in a wave. Will ruin combos, whole situations and rounds, so make sure to jockey for it. You can use scarecrow to immediately reposition to try to pick it up in some cases.

If you pick it up, the opponent will either be forced to block allowing for a mixup, or try to jump into the air where Faust can easily swat them down.

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
  • 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 - -

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.

The attack is quite slow, so it's liable to be blocked against fast-recovery meaty options.

In some cases, doing a quick confirm into super is a great way to avoid having your combo burst.

Faust can PRC after the Super Flash to cancel the attack.

If this move connects close to the corner, it will break the wall. Some items that activate before the super will continue once the super animation has finished.

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 - -

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.
  • Rarely useful because of throw invulnerability, neutral-skipping moves possibly negating useful tossed items, its slow speed and intrinsic randomness.
  • If feeling courageous enough to use this, always do it on the back of a knockdown or at a safe range given that the opponent was already respecting your pressure beforehand. On most situations however, you will find that meter would be better spent through Super PRC, Scarecrow PRC or merely RCing for pressure and damage.


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

236236236P


45% complete
Page Status %
Overview Needs: Overview paragraph, playstyle description, item toss unique mechanic explanation, more detailed move descriptions. 6/20
Combos Needs combo theory writeup and video examples, plus some reformatting. 4/10
Strategy Highly detailed in some areas, lacking a bit in others, otherwise close to being complete. 15/20
Frame Data Missing active frames on some moves, recovery on most, invuln, attack level, RISC gain, and on hit data for some attacks. 20/50
Click here for the scoring criteria to assess character page completion.


External References

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

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