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Faust is an RNG-powered grappler with a strong, long-range whiff punish game. Thanks to a combination of reach and a powerful command grab, he dominates mid-range across a variety of matchups.
Faust has great options to contest mid-range, and threatening tools to challenge approach. When he does land a hit, Faust gets a safe opportunity to use Item TossGuardStartup26RecoveryTotal 40Advantage-. If he's lucky, items will cover him for more item tosses, leading to a chaotic gamestate where he wins... statistically.
One of his win conditions involves inflicting Guard Crush to offer up lopsided mixup situations. His Meteors, 100t Weight, and the explosion that occurs after lighting an Afro on FireGuardGround ThrowStartup6Recovery41Advantage-, all induce Guard Crush, granting him access to potent 50/50s.
Landing Snip Snip SnipGuardGround ThrowStartup6Recovery41Advantage- offers him some scary sequences that, done correctly, end in a 4-way mixup that is incredibly hard to defend against.
His defense would probably be considered below average, save for the fact that he has access to Super PRCGuardAllStartup16+5Recovery48Advantage-32, one of the stronger reversal options in the game. When he makes use of it, he gains up to 16f of invuln, followed by a short vulnerable window. This allows him to punch through meaty options reliably on wakeup.
When he has lots of meter to play with, or secures the meter advantage, Faust becomes a terror. W-W-What Could This Be?GuardStartup1+3RecoveryTotal 33AdvantageN/A becomes a straightforward way to win neutral, and ScarecrowGuardHighStartup50 [69]Recovery36Advantage-40* [-35]* PRC Snip allows for near-unreactable fullscreen command grabs that come from either direction.
Faust is recommended for players who like to control the neutral game, paired with strong mixup & okizeme, and enjoy subjecting their opponents to very chaotic gamestates.
Faust Faust , classified as a Unique type, is a bizarre underground doctor who misleads the opponent with tricky moves.
- 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.
- Scary with the Meter Advantage: Item SuperGuardStartup1+3RecoveryTotal 33AdvantageN/A, j.2KGuardAllStartup10Recovery9 after LandingAdvantage- 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 item toss allows him to create extremely favourable situations off stray hits. While they can backfire, items will usually provide you an additional threat for the opponent to deal with, greatly enhancing both his pressure and zoning capabilities.
- 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.
- Weak to Movement: Faust's longer pokes, such as far.S, 2H and even moves like 2P are weak to fast, safe forward movement, notably the kind seen by characters with quick runs. Dash macro into block can upset the spacing on these moves quite reliably, netting the opponent a decent amount of frame advantage alongside strong spacing.
- 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.
- Volatile: Because Faust's win conditions are centered around command grabs and items, it can be tough to establish yourself early on in the match against conservative approach. Item Toss is too risky to throw out without a guaranteed hit/situation and grabs, by their nature, are risky against skilled opponents.
- Item Throw: Sometimes you'll throw Trumpet at your opponent and be really sad.
Faust |
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Normal Moves
5P
Faust's fastest normal. Deceptively good range for a 5 frame button. Great for challenging small gaps or stuffing approaches in neutral.
Can gatling into 6P for a confirm into Item Toss.
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.
Gatling Options: 5P, 2P, 6P, 6H
5K
Strong space control tool, useful for counterpoking as well as checking forward movement, with low whiff recovery.
Hits all characters crouching, but due to the shape of hitbox, will need to be a little closer to catch some of the smaller characters in the roster.
Faust's hurtbox is incredibly tall during this move, 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
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
Faust's longest reaching poke. Usually gatlings into 2H if you're in range to do so - however, 2H will whiff at max distance. If you're in that max range zone, you'll want to let the f.S recover raw or cancel into Item Toss/Scarecrow, depending on the matchup.
Off stray anti-airs at a distance, sometimes f.S > Item Toss as a juggle is all you can get.
Gatling Options: 5H, 2H
5H
- Pressing again after a successful grounded hit will perform a follow-up attack that scores a hard knockdown.
A peculiar move that has high payoff on counter-hit.
In the corner, the follow-up leads to a very high ground bounce, letting you continue the combo if there isn't too much scaling.
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
- 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 | |
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Character | Move |
Anji Mito | |
Axl Low |
|
Baiken |
|
Chipp Zanuff | |
Faust | |
Giovanna |
|
Goldlewis Dickinson |
|
Happy Chaos |
|
I-No |
|
Jack-O' | |
Ky Kiske |
|
Leo Whitefang | |
May | |
Millia rage | |
Nagoriyuki |
|
Potemkin | |
Ramlethal Valentine | |
Sol Badguy | |
Testament |
|
Zato-1 |
2P
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
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 8F 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
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.
Will dispatch any Bombs hit to above the visible screen, creating set-ups with K Scarecrow as it can ricochet the Bomb on the way down for safe pressure and combos. The Bomb will also likely hit the opponent should they attempt to punish Scarecrow. Faust can also let the Bomb 'cook' before hitting it for a gimmicky anti-air attempt that yields high reward.
Launches on hit, which can be followed up with Mix Mix Mix or with item toss, as it will combo into a weight or a hammer (depending on the matchup) for a midscreen wallbreak for 50 bar.
Gatling Options: 5H, 2H
2H
A far-reaching unreactable low that challenges forward movement.
If cancelled into item toss, you're -23, which is unsafe at a lot of spacings.
If left to recover on it's own, it's only -12. Letting it rock is probably a go-to option at a distance should you strings/pressure not open up the opponent. Potentially late cancel into Mix Mix Mix on block to challenge them moving in to capitalize on the plus frames.
2D
A typical sweep that grants a hard knockdown.
2K > 2D > Item Toss is a go-to string when confirming from 2K, as you still have time to meaty after throwing an item. You can frame trap from 2K using this move.
Do not attempt to sweep into Bone-crushing Excitement, as it'll only deal 50 damage and not initiate a cinematic nor break the wall.
6P
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
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.
Should an air bounce occur, combos into 214K. You can also PRC for a corner combo that will likely break the wall.
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
Air option that is very quick to recover. Stray hits will send the opponent away.
Since j.P is so quick, you can cover yourself as you rise and follow up with a more dominant jumping normal as you fall. As an air-to-air, links into j.H at the right heights.
Gatling Options: j.P
j.K
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
A very deep and low-hitting jump-in. Slower to get out than your j.2K and j.D. Chains into j.H, and sets up a fairly favourable situation when you do so.
Airdash cancellable.
Gatling Options: j.H, j.D
j.H
Long dominant aerial poke. Rising j.H is great for meeting opponents hanging out at the top of the screen. Doing a falling j.H takes a little longer, but the large amount of active frames make it especially hard to contest should you get it out.
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
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
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
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Leaves the opponent in front of Faust in an OTG-able state. Can give a safejump if you OTG with close slash and jump cancel into a low airdash. Alternatively, you can throw an item and still have time to meaty. Paired with 214S & PRCC lets you ground throw from anywhere almost instantly.
Long animation can be used to kill time and deal with certain situations, such as an opponent picking up Trumpet, an on-screen Bomb going off or even something like Nagoriyuki's blood gauge during Blood Rage.
Air Throw
j.6D or j.4D
- Can throw the opponent either forward or backwards.
- Hard knockdown on hit.
- 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
Faust hucks the opponent downwards.
Special Moves
Thrust
41236K
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 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.
Pullback can be cancelled into either of Faust's Overdrives, although Bone-crushing Excitement will only initiate a cinematic if you time it right (as the opponent is falling and is above Faust's head at the time of activation). Cancelling it into Wheelchair is a decent option select for bursts and nets good damage and oki for the price of meter. Cancelling it into W-W-What Could This Be? yields variable results, but gives your opponent less space to play around the Items that appear. Also, due to a bizarre bug, Faust is unaffected by any peels that come out this way.
What Could This Be?
236P
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)
*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
- 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
- Love! explosion hits both players
- Afro Love! explosion hits the opponent only, Guard Crush on block
- Both explosions trigger Mini Faust and ignite Afros
- Counter Hit state during the full animation
- Connecting with only the explosion (not the initial hit of the bag falling) deals 40 damage
Faust halts all air momentum and beheads himself. The head becomes a bomb, which he tosses towards the opponent. The explosion will affect Faust on hit or block if Faust is he too close to the explosion. 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!).
For visual crawling guides, see here
Moves Faust Can Crawl Under (WARNING! THE TABLE IS VERY LARGE!) | |||||
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Character | Move | Backward Crawl (1) | Neutral Crawl (2) | Forward Crawl (3) | Notes |
Sol | 5PGuardAllStartup4Recovery9Advantage-2 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup9Recovery20Advantage-11 | ✗ | ✗ | ✓ | - | |
5KGuardAllStartup3Recovery25Advantage-16 | ✓ | ✓ | ✓ | - | |
f.SGuardAllStartup10Recovery13Advantage+2 | ✗ | ✗ | ✓ | - | |
6SGuardAllStartup15Recovery20Advantage-9 | ✓ | ✗ | ✓ | Can be back crawled at the farthest distances | |
j.PGuardHighStartup5Recovery8Advantage- | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup6Recovery20Advantage- | ✗ | ✓ | ✓ | - | |
j.HGuardHighStartup11Recovery0Advantage+7 (IAD) | ✗ | ✗ | ✓ | - | |
j.DGuardHighStartup9Recovery17Advantage+4 (IAD) | ✗ | ✗ | ✓ | - | |
Fafnir (41236H)GuardAll (Guard Crush)Startup24Recovery16Advantage+11 | ✗ | ✗ | ✓ | Punish with 5k-2D, snipsnipsnip | |
Bandit Revolver (236K)GuardAllStartup12Recovery9+6 LandingAdvantage-7 | ✗ | ✗ | ✓ | Follow-up can be forward crawled | |
Ky | 5PGuardAllStartup5Recovery7Advantage-1 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup9Recovery17Advantage-8 | ✗ | ✗ | ✓ | - | |
6KGuardAllStartup9Recovery17Advantage-8 | ✗ | ✗ | ✓ | - | |
f.SGuardAllStartup10Recovery16Advantage-5 | ✓ | ✗ | ✓ | Cannot back-crawl at close range | |
j.PGuardHighStartup6Recovery9Advantage- | ✓ | ✓ | ✓ | - | |
j.KGuardHighStartup7Recovery8Advantage-1 (IAD) | ✗ | ✗ | ✓ | - | |
j.SGuardHighStartup7Recovery21Advantage0 (IAD) | ✗ | ✗ | ✓ | - | |
j.DGuardAllStartup13Recovery15Advantage- | ✗ | ✗ | ✓ | - | |
Stun Edge (236S)GuardAllStartup13RecoveryTotal 46Advantage-14 | ✓ | ✗ | ✓ | - | |
Charged Stun Edge (236H)GuardAllStartup39RecoveryTotal 62Advantage+22 [+25] | ✓ | ✗ | ✓ | - | |
Sacred Edge (236236P)GuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26] | ✓ | ✗ | ✓ | - | |
May | 5PGuardAllStartup4Recovery8Advantage-1 | ✗ | ✗ | ✓ | - |
6PGuardAllStartup12Recovery18Advantage-7 | ✗ | ✗ | ✓ | - | |
f.SGuardAllStartup12Recovery19Advantage-8 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup5Recovery12Advantage+2~5 (IAD j.PPP) | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup7Recovery12Advantage+0~3 (IAD) | ✗ | ✗ | ✓ | - | |
j.DGuardHighStartup10Recovery21Advantage-8 (Airborne) | ✓ | ✓ | ✓ | - | |
Great Yamada Attack (236236S)GuardAllStartup10+1Recovery88Advantage-54 | ✓ | ✓ | ✓ | Full/mid screen Faust can run under until the whale lands | |
Axl | 5PGuardAllStartup7Recovery19Advantage-11 [-3] | ✓ | ✓ | ✓ | - |
6PGuardAllStartup12Recovery22Advantage-13 | ✗ | ✗ | ✓ | - | |
5KGuardAllStartup6Recovery11Advantage-2 | ✗ | ✗ | ✓ | - | |
6KGuardAllStartup11Recovery25Advantage-13 | ✓ | ✓ | ✓ | - | |
2SGuardAllStartup9Recovery23Advantage-16 | ✓ | ✓ | ✓ | - | |
j.PGuardHighStartup9Recovery23Advantage- | ✓ | ✓ | ✓ | - | |
j.KGuardHighStartup8Recovery16Advantage- | ✗ | ✗ | ✓ | - | |
j.SGuardHighStartup14Recovery18Advantage- | ✗ | ✗ | ✗ | Chain dead-zone can be ducked but not the blade | |
j.DGuardHighStartup10Recovery22Advantage+4 (IAD) | ✗ | ✗ | ✓ | - | |
Axl Bomber (j.623H) | ✓ | ✗ | ✓ | Cannot crawl at minimum height | |
Chipp | 5PGuardAllStartup3Recovery10Advantage-2 | ✓ | ✓ | ✓ | - |
2PGuardAllStartup5Recovery10Advantage-2 | ✗ | ✗ | ✓ | - | |
6PGuardAllStartup9Recovery25Advantage-16 | ✗ | ✗ | ✓ | - | |
f.SGuardAllStartup9Recovery20Advantage-8 | ✓ | ✗ | ✓ | Cannot crawl at close range | |
5HGuardAllStartup11Recovery16Advantage-4 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup5Recovery8Advantage+2 (IAD j.PPP) | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup6Recovery8Advantage+1 (IAD) | ✗ | ✗ | ✓ | - | |
Resshou (236S)GuardAllStartup13Recovery16Advantage-4 | ✗ | ✗ | ✓ | - | |
Senshuu (~236K)GuardHighStartup20Recovery20Advantage-9 | ✗ | ✗ | ✓ | Rokusai (~236S)GuardLowStartup8Recovery21Advantage-6 will force Faust to block low | |
Potemkin | 5PGuardAllStartup5Recovery6Advantage+1 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup11Recovery25Advantage-15 | ✓ | ✓ | ✓ | - | |
f.SGuardAllStartup12Recovery18Advantage-8 | ✓ | ✗ | ✓ | - | |
5HGuardAllStartup16Recovery25Advantage-11 | ✗ | ✗ | ✓ | - | |
2HGuardAllStartup13Recovery35Advantage-21 | ✗ | ✗ | ✓ | - | |
6HGuardAllStartup23Recovery29Advantage-15 | ✗ | ✗ | ✓ | Cannot back-crawl when close | |
j.PGuardHighStartup7Recovery6Advantage+6 (Min. height) | ✓ | ✓ | ✓ | - | |
j.KGuardHighStartup10Recovery15Advantage+8 (Min. height) | ✓ | ✓ | ✓ | - | |
j.HGuardHighStartup12Recovery16Advantage+15 (Min. height) | ✗ | ✗ | ✓ | - | |
F.D.B. (63214S )GuardAllStartup18~36Recovery19Advantage-6 | ✗ | ✗ | ✓ | Cannot crawl if a low-projectile is reflected | |
Faust | 5PGuardAllStartup5Recovery8Advantage-2 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup9Recovery32Advantage-21 | ✓ | ✓ | ✓ | - | |
5KGuardAllStartup7Recovery8Advantage-2 | ✓ | ✓ | ✓ | - | |
f.SGuardAllStartup12Recovery20Advantage-8 | ✓ | ✗ | ✓ | - | |
5HGuardAllStartup13Recovery18Advantage-7 | ✓ | ✓ | ✓ | - | |
j.PGuardHighStartup7Recovery6Advantage+3 (IAD j.PP) | ✗ | ✗ | ✓ | - | |
j.HGuardHighStartup9Recovery15Advantage+8 (IAD) | ✓ | ✓ | ✓ | - | |
Thrust (41236K)GuardAllStartup26~37Recovery19Advantage-12 | ✓ | ✗ | ✓ | - | |
Milla | 5PGuardAllStartup7Recovery7Advantage-2 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup9Recovery16Advantage-11 | ✗ | ✗ | ✓ | - | |
5HGuardAllStartup12Recovery23Advantage-8 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup5Recovery12Advantage- | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup6Recovery12Advantage- | ✗ | ✗ | ✓ | - | |
j.SGuardHighStartup7Recovery14Advantage- | ✓ | ✓ | ✓ | - | |
j.DGuardHighStartup9Recovery27Advantage- | ✓ | ✓ | ✓ | - | |
Tandem Top (236SGuardAllStartup12RecoveryTotal 45Advantage-10 / 236H)GuardAllStartup73RecoveryTotal 51Advantage+36 | ✓ | ✗ | ✓ | - | |
Zato | 5PGuardAllStartup5Recovery8Advantage-2 [0] | ✗ | ✗ | ✓ | - |
6PGuardAllStartup12Recovery12Advantage-6 | ✗ | ✗ | ✓ | - | |
2HGuardAllStartup13Recovery26Advantage-13 | ✓ | ✓ | ✓ | Cannot be crouched point-blank | |
6HGuardAllStartup30Recovery17Advantage-6 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup8Recovery15Advantage+5 (IAD) | ✗ | ✗ | ✓ | - | |
j.SGuardHighStartup9Recovery14Advantage+5 (IAD) | ✗ | ✗ | ✓ | - | |
j.DGuardHighStartup11Recovery22Advantage-7 (Airborne) | ✗ | ✗ | ✓ | - | |
Ram | 5PGuardAllStartup5Recovery8Advantage-2 | ✗ | ✗ | ✓ | - |
6PGuardAllStartup9Recovery18Advantage-9 | ✗ | ✗ | ✓ | - | |
5KGuardAllStartup7Recovery11Advantage-2 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup5Recovery8Advantage- | ✗ | ✗ | ✓ | - | |
j.SGuardHighStartup12Recovery24Advantage+5 (IAD) | ✗ | ✗ | ✓ | - | |
j.DGuardHighStartup10RecoveryAdvantage+2 (IAD) | ? | ? | ? | Can be crawled but back part of hitbox cannot | |
Bajoneto (236SGuardAllStartup20RecoveryTotal 37Advantage+9 / 236H)GuardAllStartup20RecoveryTotal 43Advantage+3 | ✓ | ✗ | ✓ | H version cannot be back-crawled in a block string - must switch to forward crawl. Low explosion cannot be crawled. | |
Leo | 5PGuardAllStartup5Recovery6Advantage-1 | ✗ | ✗ | ✓ | - |
6PGuardAllStartup10Recovery17Advantage-5 | ✗ | ✗ | ✓ | - | |
5KGuardAllStartup9Recovery13Advantage-3 | ✗ | ✗ | ✓ | - | |
f.SGuardAllStartup12Recovery21Advantage-13 | ✓ | ✗ | ✓ | Cannot crawl at close range | |
j.PGuardHighStartup5Recovery9Advantage- | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup10Recovery25Advantage0 (IAD) | ✗ | ✗ | ✓ | - | |
j.SGuardHighStartup7Recovery17Advantage+5 (IAD) | ✗ | ✗ | ✓ | - | |
j.HGuardHighStartup11Recovery19Advantage+3 (IAD) | ✗ | ✗ | ✓ | - | |
Leidenschaft des Dirigenten (632146H)GuardAllStartup10+1Recovery43Advantage-33 | ✗ | ✗ | ✓ | Can only crawl first hit | |
Nago | 5PGuardAllStartup5Recovery9Advantage0 | ✗ | ✗ | ✓ | - |
6PGuardAllStartup12Recovery15Advantage-6 | ✗ | ✗ | ✓ | - | |
f.S | ✓ | ✗ | ✓ | Use caution to not crawl into c.S range | |
2HGuardAllStartup19Recovery29Advantage-17 | ✗ | ✗ | ✓ | Delay - 2H is very active | |
j.PGuardHighStartup7Recovery12AdvantageN/A | ✓ | ✓ | ✓ | - | |
j.KGuardHighStartup7Recovery19AdvantageN/A | ✗ | ✗ | ✓ | - | |
j.S | ✗ | ✗ | ✓ | - | |
j.D | ✓ | ✓ | ✓ | - | |
Gio | 5PGuardAllStartup4Recovery9Advantage-2 | ✗ | ✗ | ✓ | - |
6PGuardAllStartup12Recovery15Advantage-9 | ✗ | ✗ | ✓ | - | |
5KGuardAllStartup6Recovery12Advantage-2 | ✗ | ✗ | ✓ | - | |
5HGuardAllStartup10Recovery19Advantage-5 | ✗ | ✗ | ✓ | - | |
6HGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup6Recovery9Advantage+3 (IAD j.PP) | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup6Recovery19Advantage- | ✗ | ✗ | ✓ | - | |
j.SGuardHighStartup7Recovery24Advantage+3 (IAD) | ✗ | ✗ | ✓ | - | |
j.DGuardHighStartup7Recovery18Advantage+3 (IAD) | ✗ | ✗ | ✓ | - | |
Sol Poente (214S)GuardAll, HighStartup{4} 27Recovery21Advantage-5 | ✗ | ✗ | ✓ | Will only whiff if Faust switches sides during cross-up | |
Trovão (236K)GuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] | ✗ | ✗ | ✓ | - | |
Anji | 5PGuardAllStartup6Recovery9Advantage-2 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup10Recovery25Advantage-17 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup9Recovery5Advantage- | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup6Recovery15Advantage- | ✗ | ✗ | ✓ | - | |
j.DGuardHighStartup8Recovery18Advantage- | ✓ | ✓ | ✓ | - | |
Shitsu (236P)GuardAllStartup29RecoveryTotal 52Advantage-6 | ✓ | ✗ | ✓ | Pressing a button to punish might make the butterfly hit | |
I-No | 5PGuardAllStartup5Recovery9Advantage-3 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup9Recovery18Advantage-9 | ✗ | ✗ | ✓ | - | |
5KGuardAllStartup7Recovery11Advantage-2 | ✗ | ✗ | ✓ | - | |
f.SGuardAllStartup12Recovery18Advantage-13 | ✓ | ✗ | ✓ | - | |
j.PGuardHighStartup5Recovery12Advantage0 (IHD) | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup7Recovery14Advantage+3 (IHD) | ✗ | ✗ | ✓ | - | |
j.DGuardHighStartup16Recovery20Advantage-4 (IHD) | ✗ | ✗ | ✓ | - | |
Chemical Love 214KGuardAllStartup11Recovery22Advantage-9 | ✓ | ✓ | ✓ | - | |
Sultry Performance j.236HGuardAllStartup8 [32]RecoveryUntil Landing + 6Advantage-7 [-2] | ✗ | ✗ | ✓ | - | |
Ultimate Fortissimo 632146S GuardAll (Guard Crush)Startup7+2Recovery13Advantage+26 | ✓ | ✗ | ✓ | Ground version can be crawled after blocking start-up hit. TK fortissimo cannot be crawled. | |
Goldlewis | 5PGuardAllStartup7Recovery6Advantage+3 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup12Recovery27Advantage-19 | ✓ | ✓ | ✓ | - | |
f.SGuardAllStartup11Recovery23Advantage-12 | ✗ | ✗ | ✓ | - | |
6HGuardAllStartup25Recovery30Advantage-14 | ✓ | ✗ | ✓ | Cannot be back crawled up close | |
j.PGuardHighStartup6Recovery12Advantage- | ✓ | ✓ | ✓ | - | |
j.SGuardHighStartup11Recovery13Advantage+8 (IAD) | ✓ | ✓ | ✓ | - | |
Skyfish (236S)GuardAllStartup35Recovery84 TotalAdvantage-13 | ✓ | ✗ | ✓ | cannot switch directions during crawl | |
Jack-O | 5PGuardAllStartup5Recovery8Advantage-2 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup10Recovery20Advantage-12 | ✗ | ✗ | ✓ | - | |
5KGuardAllStartup7Recovery10Advantage-4 | ✗ | ✗ | ✓ | - | |
f.SGuardAllStartup11Recovery17Advantage-9 | ✗ | ✗ | ✓ | - | |
2SGuardAllStartup9Recovery22Advantage-15 | ✗ | ✗ | ✓ | - | |
5HGuardAllStartup10Recovery23Advantage-6 | ✗ | ✗ | ✓ | Cannot be ducked up close/on start-up | |
6HGuardAllStartup8,19Recovery14Advantage-6 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup6Recovery6Advantage+1 (IAD) | ✗ | ✗ | ✓ | - | |
j.HGuardHighStartup11Recovery32Advantage+5 (IAD) | ✓ | ✓ | ✓ | - | |
Throw Servant (6P/K/S/H/D)GuardAllStartup12RecoveryTotal 27Advantage+5 | ✓ | ✓ | ✓ | Cannot be ducked where servant lands | |
Happy Chaos | 5PGuardAllStartup5Recovery7Advantage-1 | ✓ | ✓ | ✓ | - |
6PGuardAllStartup9Recovery25Advantage-16 | ✗ | ✗ | ✓ | - | |
5KGuardAllStartup6Recovery12Advantage-3 | ✗ | ✗ | ✓ | - | |
f.SGuardAllStartup10Recovery21Advantage-14 | ✗ | ✗ | ✓ | - | |
6SGuardAllStartup12Recovery24Advantage-14 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup5Recovery18Advantage- | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup7Recovery18Advantage- | ✓ | ✓ | ✓ | - | |
Fire (]H[)GuardAllStartup1RecoveryAdvantage+23 | ? | ? | ? | Can track Faust while crawling making crawling while gun is drawn dangerous | |
Baiken | 6PGuardAllStartup9Recovery19Advantage-10 | ✗ | ✗ | ✓ | - |
5KGuardAllStartup7Recovery10Advantage-3 | ✗ | ✗ | ✓ | - | |
6KGuardAllStartup12Recovery10Advantage-5 | ✗ | ✗ | ✓ | - | |
f.SGuardAllStartup9Recovery15Advantage-7 | ✗ | ✗ | ✓ | - | |
j.PGuardHighStartup5Recovery13Advantage- | ✗ | ✗ | ✓ | - | |
j.KGuardHighStartup7Recovery12Advantage- | ✗ | ✗ | ✓ | - | |
j.SGuardHighStartup8Recovery19Advantage+1 (IAD) | ✗ | ✗ | ✓ | Can only crawl from IAD height | |
j.DGuardHighStartup12Recovery26Advantage- | ✓ | ✓ | ✓ | - | |
Kabari (41236SGuardAllStartup29Recovery15Advantage+3 / 41236HGuardAllStartup18Recovery19Advantage-3) | ✓ | ✗ | ✓ | - | |
Kabari Follow-up (41236H~HGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7) | ✗ | ✗ | ✓ | - | |
Kenjyu (214214PGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5) | ✓ | ? | ✓ | Explosion cannot be crawled | |
Testament | 5PGuardAllStartup6Recovery9Advantage-2 | ✓ | ✓ | ✓ | - |
2PGuardAllStartup5Recovery10Advantage-3 | ✗ | ✗ | ✓ | - | |
6PGuardAllStartup11Recovery15Advantage-7 | ✗ | ✗ | ✓ | - | |
5KGuardAllStartup7Recovery11Advantage-3 | ✗ | ✗ | ✓ | Cannot be back crawled up close | |
f.SGuardAllStartup12Recovery18Advantage-7 | ✗ | ✗ | ✓ | - | |
5HGuardAllStartup13Recovery25Advantage-8 | ✗ | ✗ | ✓ | Cannot be back crawled up close | |
j.PGuardHighStartup6Recovery10Advantage+1 (IAD j.PP) | ✗ | ✗ | ✓ | - | |
j.SGuardHighStartup9Recovery19Advantage0 (IAD) | ✗ | ✗ | ✓ | Cannot be back crawled up close | |
j.DGuardHighStartup12Recovery22Advantage- | ✓ | ✓ | ✓ | Cannot be back crawled up close | |
Character | Move | Backward Crawl (1) | Neutral Crawl (2) | Forward Crawl (3) | Notes |
Items
Bomb
- Explosion triggers Mini Faust
- Ignites the Afro
- Can be batted by 5D, allowing you to send it towards your opponent without waiting for it to land first
- Striking the bomb extends the active frames and hitstop of the attack used
Classic Faust item with a new twist. The bomb will explode after a set period of time. Both players can use attacks to knock the bomb up and away while the fuse is lit. Striking the bomb allows you to gatling from or special cancel your attack if it can normally do so.
You can hit it at varying angles depending on which move you use, for example; 2S will send it extremely high up and often times will catch jump ins from the other side of the screen. Keep in mind though that your opponent can also hit the bomb back, so time your attacks right using moves with minimal recovery frames, like 2P or 5P to catch them off guard. Try to place the bomb well-above the opponent's head or behind them so it can't be contested before it explodes.
Additionally, the explosion pollutes the screen with visual noise. This can be used as cover for approaching the opponent, or to cover his other items/summons.
Banana
- 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
- Can be batted by 5D, in an attempt to force feed your opponent.
Faust throws a donut. It remains on the ground until consumed by either player. Grants health on pickup. After a duration, it will rapidly blink before disappearing.
If a donut is out, the chances of Faust throwing another donut are decreased.
Afro
- Can be batted by 5D, potentially surprising your opponent with a flying afro.
Falls slowly. Grants whoever touches it a glorious Afro.
Afro extends the wearer's hurtbox upwards at all times except when landing during blockstun. A character wearing an Afro loses upper body invincibility on their 6P due to the Afro's hurtbox. Characters with Afros on become susceptible to instant overhead setups. Faust, luckily, is quite low during his crouch animation, so he's less affected.
Moves with fire properties, such as j.D, Love!, Bomb, and Meteors, as well as certain moves from other characters, can ignite the Afro, causing it to explode after a short while if triggered. On hit, the explosion happens immediately, whereas on block, it stays ignited for a few seconds before exploding. This delayed explosion guard-crushes the opponent. In both cases, the explosion launches the Afro'd player upwards for a combo on hit. The explosion only affects the Afro'd character.
The Afro explosion causes Guard Crush, denying the victim throw protection on block.
If an Afro'd character blocks a total of 10 hits, the Afro will disappear.
If Faust uses Love! with an Afro on, the move gains additional properties,
Hammer
- Can be batted by 5D, allowing Faust to use a thrown Hammer more aggressively.
- Can hit immediately at point-blank range on Axl, Anji, Faust, Potemkin, Nagoriyuki, and Goldlewis. It can hit any other character not mentioned above so long as they are afro'd. +19 on block / +21 on hit.
Throws a hammer at the opponent. The hammer itself is a high level attack. The hammer will bounce on whiff, however, giving you a lot of potential for covering your mixup/throw attempts.
The hammer is an active hitbox the second it leaves Faust's hand, meaning it can catch opponents trying to counter item toss with a preemptive jump in. It's presence in general forces your opponent to stay back and let you get more items in.
Mini Faust
Mini Faust, after landing simply walks around back and forth harmlessly until he is triggered into action.
After being thrown, Mini-Faust can be batted by 5D, though difficult to time.
TRIGGERS FOR THE FELLAH:
- Bumping into your opponent.
- Being struck by an opponent's attack.
- Being hit by the explosion from a Bomb.
- Being hit by the explosion from Love.
1ST PHASE AFTER ACTIVATION: He stomps the ground, dealing two hits in quick succession. This is followed by a pause where there is a sizeable gap.
2ND PHASE AFTER ACTIVATION: Mini-Faust flings himself at the opponent, dealing a number of attacks all at once.
USES FOR THE FELLAH:
- Coverage for more item tosses
- Coverage for throw attempts
- Scarecrow Crossups
It is possible to combo into the first sequence of attacks, follow up, and still combo into the second sequence.
100T Weight
- Guard Crush on Block (Screen Shake)
- Hard Knockdown on hit.
- Can be batted by 5D to knock it towards your opponent with very slightly altered air time. It's difficult to time and you'll be unable to avoid it yourself, however.
A heavy weight that shakes the entire screen when it lands, affecting both players. On air hit, it deals damage with minimal knockback. Then, the screen shake hits any player on the ground for a debilitating Guard Crush or Hard Knockdown if they are caught.
Both players can react to 100t weight with jump, miscellaneous airborne options, or backdash to avoid the screen shake.
Faust has many options to both contest the air if the opponent jumps, or continue pressure if they commit to blocking. Combine these together with the threat of the screen shake for potent okizeme and approaches from fullscreen.
If an opponent is forced to block this, the Guard Crush state allows for some powerful crossups with Mix Mix Mix (as Guard Crush temporarily removes crossup protection). The Guard Crush state can also allow Faust to go for command throws that will beat an opponent attempting to mash.
The time it takes for the weight to hit the ground after thrown is enough to let Faust get another item tossed and then backdash to not be knocked down. This can be good at long range as your opponent is forced to jump or block while you get to throw more items out.
Trumpet
- Counts as an attack for whichever character acquires it.
- Strikes repeatedly and at random intervals for as long as the target is in range.
- Can be batted by 5D if you think it's too difficult for your opponent to obtain normally.
Throws a trumpet. Whoever picks it up summons a Mini Faust Army that move laterally across the ground in a single wave, starting from the corner behind them toward the other player. A cloud of music notes will appear around said player, which dissipate as the Mini Faust Army appears.
If you pick it up, the opponent will either be forced to block allowing for a mixup, or try to jump into the air where Faust can easily swat them down. It can save/ruin combos, scrambles and whole rounds, so make sure to jockey for it. Faust can use his unique movement options such as Mix Mix Mix, Scarecrow and Bonecrushing Excitement to secure a trumpet, but be wary of an opponent who can exploit these options.
Meteors
- 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
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
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
- 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
Notable Players:
- ApologyMan (EN)
- Twitch: ApologyMan
- YouTube: ApologyMan
- Twitter: @ApologyMan
- JuxtAPoser (EN/HE)
- Twitch: JuxtAPoserTv
- Twitter: @a_juxt
- Krackatoa (EN)
- RhagTheDucktle (EN/PT)
- Twitch: RhagTheDucktle
- Nage (JP)
- Twitch: nage_pink
- YouTube: ナゲ
- Twitter: @nage_pink
- RF (JP)
- Twitch: rfrfrf55
- YouTube: RF GameCh
- Twitter: @rfrfrf555
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall