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Although Faust's appearance is bizarre, he's a fundamentals based spacing character that uses long ranged normals and random items to keep his opponent at bay. Faust also has a command grab (proximity unblockable) and a variety of overheads which, combined with various items, make for a deadly oki(post knockdown) game. Faust has both straight-forward combos and game plan which makes him a strong choice for beginners to pick up, while the focus on fundamentals and adaptation means he's also difficult to master.
|Faust is a spacing character that uses long ranged normals and random items to keep his opponent at bay.|
- 1 frame faster than 2P and has good range for a jab. Useful for keeping up pressure, starting combos, and anything else you'd expect a jab to do, but be careful because characters like Sol can 6P it or low-profile it.
- Jump cancellable
- An amazing jump-checker and anti-air that can catch IADs or to space against taller characters. Because it has several active frames and recovers quickly it is a great move to keep on hand in neutral, but characters can usually run under it pretty easily.
- Jump cancellable, and knockback/wall-stick on counter hit
- Usually a segue in gatlings and combos. Can be useful to end pressure on because it's +2 on block, but can be strange to use raw because its input coincides with the much lengthier f.S.
- Jump cancellable, and reverse gatlings to 5P
- Faust's most notorious poke gets even longer in Xrd. Has a long recovery, so watch for jumping and make sure it tags your opponent. Some characters can low profile or 6p it. Despite this, f.S is an absolute staple in Faust's arsenal. Cancelling max range f.S into item throw is a great way to get Faust's game started.
- Usually just used in combos, it can be an ok midrange poke to use when you are too close for f.S. 5H is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
- A great little poke with decent range and hits low. It's your fastest low, and can enable frame traps, tick throws, empty jumps, and any other mixup you can think of. Use as often as you can.
- 2k has 3 parts that all hit low. It's your best move to use meaty, can be used on occasion as an anti-air and can even be used to bait bursts. It's the epitome of versatility with its only downside being that it really doesn't function as a poke. Great for frame traps, and links into 2p for a combo.
- All hits can be jump cancelled.
- An ok anti-air among many great ones, 2S is usually only used in combos, particularly into air combos. It's minus 7 on block, so try not to end pressure with it, and make sure you are in range when you use it.
- Jump cancellable
- Now that 2H hits low, it can be a great toe-checker in corner pressure, but as a poke it still plays second cousin to f.S. Gets good damage in combos, and is one of 3 of Faust's moves that will combo into 236S and if you get a counter hit, 41236K.
- mid-air jab, though j.K usually does j.P's job better. Recovers quickly though, so can be useful as a visual facade to catch opponents with j.H. Can keep your opponent blocking with j.P j.K j.P j.K etc.
- A great jump in, and the button to use after a instant air drill cancel for an overhead(see general strategy).
- j.S is usually used in combos or can catch people trying to dash in after a drill cancel. No longer has a deadzone under faust, but seems a little smaller.
- An amazing air-to-air zoning tool that hits like a truck to boot. If used with drill cancels, it can keep airdashers at bay, and even tag some grounded opponents.
- j.D is a great jump-in when directly above your opponent, and has a decent hitbox under Faust that is able to cross-up. It can be cancelled into Going My Way (236H) low to the ground, which can be safe or advantageous. Depending on how much time you have after a knockdown, you can instant air dash > drill cancel > j.D for an ambiguous crossup, and then RC for a mixup/Damage.
- Another of many good anti-airs, and the only one blessed with above-knees invuln, but don't rely on it because there is a frame of vulnerability before startup. Always cancel into item throw if you can, because either way it'll lead into a combo (see combo section below).
- Usually trades advantageously. Can follow up with 5K.
- Deceptive overhead with an odd starting animation that catches many off guard.
- 6H is an extremely long range overhead that leads to huge damage as a starter. Slightly faster than his other grounded overhead, but not as fast as drill cancel j.K. It's a very tempting move to throw out, but be careful because it has huge recovery if whiffed, and can very punishable if not canceled. One of 3 moves that will combo into 236S and if you get a counter hit, 41236K.
- This move will send faust twirling in a down forward angle at any point of his jump. It's a great move to use in pressure low to the ground, and will produce much hitstun on counter hit for an easy combo. It's also the "drill" in Faust's drill cancel, and it great to use after drill cancel j.K. (must jump cancel into)
- Jump and special cancellable
- As with all other 2Ds it'll knockdown, so it's a good way to start oki. Slightly shorter than 2H so it's a bit less useful as your extended low, but it'll combo after 5P on crouching opponents which is good at certain ranges.
- If 2D hits, then cancelling into item, normal jumping forward, and doing a deep j.K or j.S is a safe jump.
- The closest thing to a meterless reversal Faust has, but try to only use if you see something with a long whiff recovery. A frame slower than his other grounded overhead; It's shorter, and a bit easier to see, but it doesn't suffer as much recovery on whiff. New to Xrd, Faust can also bat items he throws out at various angles
- New in Rev 2, you can bat opponents' projectiles as well. This will nullify their projectile and create a baseball which will fly toward the opponent at an upward angle, and if it hits them, you get to laugh. However, since the startup on 5D is so long, it's difficult to time this properly or use it effectively. Also, in the case of multi-hitting projectiles, you can only bat the first one and you'll get hit by the rest. Whether that trade and reset is to your advantage is very situational. Values in [ ] are when you reflect on first 2 possible reflect frames.
- 1～11 & 40～42 Strike Invuln
- It's like any other characters throw. Combos into an OTG 2H in the corner or with a micro dash midscreen and can be RRC'd for good damage.
- Has good range for an air throw and is best used when opponents are jumping to avoid items. Since air combos lead to an air tech, you can also try to catch them with this as they recover.
Dead Angle Attack
- Faust's 6P but fully invincible. Since Faust has little in terms of defense, dead angle can be a frugal use of meter.
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
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- Scalpel Pull is great to cancel into after long range pokes since it pushes them back, and leads to good damage if it connects. Despite being negative, it's unpunishable on block. Items might ruin or change the combo, and many players will try to burst after "Pull Back" so be ready to adapt. Also after "Pull Back" you can link a normal for an alternative combo, which can be useful if they hit something on the way over.
- Be careful throwing it often, because it has a lengthy recovery on whiff, and can be easily low-profiled or stuffed at full range easily by some characters.
Hack n' Slash
- Whiff Total 40F
- HackNSlash is a "proximity unblockable" which actually just functions as a handy command grab. On the first frame after inputting, the move checks if your opponent is in range and in a grabbable state (e.g. not airborne or throw invulnerable) and if they are, the move activates, otherwise you'll get the whiff animation. Once it's activated, it can catch them even if they try to jump away. Can be followed into good damage in the corner. Also even though you treat it like a command grab, HackNSlash is burstable and can be blitzed.
- Only the first hit is unblockable.
Going My Way
Used primarily to cancel into after jump-ins or j.2k for gimmicks and pressure. If you touch the ground in the animation it'll recover quickly, but if the animation finishes in the air it's extremely vulnerable.
From the Front/Behind/Above
- All versions are punishable, all have lengthy startup, and all can be avoided or blocked by jumping diagonally and using faultless defense in the air. Front hits in front, Behind crosses them up, and Above tracks them and hits with an air unblockable overhead. Where the moves really excel lies in the fact that you can YRC them before or after the teleport. This lets you teleport next to your opponent anywhere on screen and react to whatever they are doing for a punish. The moves are still gimmicky as hell though, so use them infrequently to maintain the surprise factor.
- Above version can be used to combo right after a character gets knocked up by a Jump Pad.
- Above version can be converted on hit into an air combo
- As of 2.10, above version gives ground bounce on normal hit
Spear Point Centripetal Dance
- 236S is a core special for combos. The move leaves you in pogo stance, which has a handbag of tricks, but if you aren't in a combo you are extremely vulnerable in this stance.
- Can be used to crush low pokes in neutral or blockstrings. Has no low invincibility on startup so best used from further out to catch lows.
- 236S will combo after 5H, 2H, and 6H
- If you release at the fastest possible time, this move is -21 on block.
Various commands on Pogo
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.||StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.||ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup||RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.||Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent.||Inv.|
Pogo > 66
Pogo > 44
Pogo > 9
Pogo > 8
Pogo > 2
- Forward can be used as an occasional frame trap, but players generally won't tolerate it for long.
- Backward helps you avoid some attacks when you are on the pogo, so use if you think they'll dp you or something.
- Short hop can bring you closer to the opponent faster than Forward can, and can get you in range for the P and S pogo moves. If you YRC the hop, you have enough space for a j.K which grants you a typical empty jump mixup.
- Doctor Copter is a rare combo tool, but horribly unsafe at neutral. holding up lets you fly higher and will give your opponent more time to punish.
- Cancel is the safest and most reliable move on pogo. You have more options on the ground, but if you are on the pogo in neutral without items, you are probably about to be punished regardless.
Various commands on Pogo
- Just a taste(P) can be used for some corner combos, and is the high of the h/l mixup Faust has on pogo. For an overhead it's extremely fast.
- If timed well, Growing Flower(K) can sometimes beat out players trying to punish pogo stance with it's 6 frames of strike invuln.
- I'm a Flower(S) is no longer the staple in corner combos it was in AC, but it still sees rare use. The low in the h/l mixup Faust has on pogo.
- I'm a Flower(S) when YRCed is counted as mid hitting projectile instead of a low.
- Going My Way(H) is what you'll usually be pressing for combos. It can catch them when they try to jump towards your pogo, But don't count on it. It's horrible on block to boot.
- What Could This Be?(D) is a handy and incredibly fast way to get items out while on pogo. If you are on pogo and there isn't an item out, it could be a good time to throw, but you might want to have the meter to YRC it first too.
- Love is Faust's one reliable projectile, and it covers a decent angle below you. It is vulnerable to run-under against most characters or air-to-airs, so don't throw it out often if they aren't dealing with items.
- Be aware that the explosion produced by "Love" can also hurt yourself.
Taunt (Face FLASH!)
- Is Faust really the notorious mass murderer Dr.Baldhead? The world may never know.
What Could This Be?
- Faust's notorious item throw, be prepared for whatever item comes out and how your opponent will react to it. Faust's kit revolves around his items, so get as many out as you can.
- Holding P lets Faust throw the item closer to himself and gives a chance to see which item it is. The startup is 25 frames when you do this, and recovers on frame 35.
General Item Notes:
- Each item's recovery refers to when you are able to throw another.
- Some items have Jackpot versions, which have different properties than their normal versions. Whenever you would throw the normal version, it has a small chance of being the Jackpot version instead (20% normally, 10% if thrown via W-W-What Could This Be?).
Script mining in October 2018 gave futher insight into the percentage chance each item has of being produced from a normal throw.
Although the exact percentage is not stated for each item, but the relationships between each item are accurate enough.
Hammer and mini-faust are the most likely items, poison/chocolate/doughnut all have the same chance, etc.
General Food information:
- Heals whoever picks up the food by walking over it.
- If any food is on the ground you can't throw another item out (without super).
- Sin gains 1,000 Calories should he pick up Faust's Food.
Donut Box and Golden Chocolate Bar are the Jackpot versions of Donut and Chocolate Bar.
- Golden chocolate bar also increases tension gain.
- Covers air space just above Faust's 6P range.
- Builds good stun.
Getting a hammer after a 6P hit on an aerial opponent lets you continue a combo meterless.
Jackpot version of normal hammer.
- Deals 50% more stun than normal hammer.
- One counter hit from this item in addition to most combos is enough to stun Dizzy and Raven.
Also known as Mini Faust.
- Chibi Faust will float towards the ground, and start marching forward when he lands.
- Chibi Faust has a hitbox as soon as it starts floating
- Can collide and trade with projectiles.
- Small hitbox that is low to the ground means few projectiles can hit mini faust once grounded.
Chibi Faust enables Faust's setplay and will either force your opponent on the defensive, or cause him to jump and potentially get caught by an anti-air.
Jackpot version of mini Faust. Also known as Mega Faust.
- Same damage and behavior as Mini Faust, but much bigger.
The large hitbox means, for example, Ky's Stun Edge will trade with this, whereas it harmlessly passes over mini Faust.
- Bomb has no hitbox until it explodes
- Can hurt both players.
Getting the bomb is a good time to take to the sky and try to get an air throw or air-to-air. If they decide to block it on the ground, get pressure by throwing love or airdashing over their head for a crossup, and if they get hit you get to follow up with a combo. Not a bad item to get.
Jackpot version of normal bomb.
- Instead exploding on the ground, it flies into the air and detonates into, well fireworks.
- Faust can low profile the explosion by forward crawling, or with the 3rd hit of 2K. Pressing any other button will get you hit, though.
Fireworks become active a full second after regular bomb, so you can't use the same setups or combos.
- After a short delay, meteors fall from the sky towards your opponent.
- Meteors will always fall toward the position on the screen (not stage) where your opponent was when you threw the item, though there is some random spread to the projectiles.
If your opponent makes it to the other side of you they've probably avoided it. Either way, try to catch them in whatever they are doing, because you have the field.
Jackpot version of normal meteors.
- Hits 7 times and is huge (can take up 3/4ths of the screen) but has worse tracking.
- If your opponent blocks it on the ground, it will completely obscure you and you can do any high/low mixup you like.
- The correct response from your opponent to this is to block it in the air. If they do, be ready to catch them with an anti-air or air throw after the impact.
- Only active after startup
- Poison applies a damage over time effect on hit. The effect disappears if the enemy hits you with an attack, throw, or burst
- Has good vertical reach, and it is great for tick throws because it has minimal blockstun.
- Ignores guts rating.
If they do take the poison, it could be frugal to play the lame game until the poison runs out. Due to characters' Guts property, poison damage is much more effective on lower health percentages.
100 Ton Weight
- The weight is very similar to the hammer, but drops much quicker. So jump and see if you can't get an air-to-air. Also getting a weight after a 6P hit on an aerial opponent lets you continue a combo meterless.
- When the Weight hits the ground, any character that is on the ground takes an unblockable knockdown for no damage. You can avoid this by jumping, backdashing, or with the invuln on 5D's startup.
Jackpot version of 100 ton weight.
- Acts similarly to 100 ton weight, but hits twice in the air (on the way up and on the way down) and does an air knockdown if it hits in the air.
- The knockdown has a longer duration than 100 ton weight.
- When the oil drum hits the ground oil spills out onto the ground.
- The oil acts as if it reduces friction meaning that it slows movement and causes players to slide slightly.
- While Drum Can's barrel exist you can't throw another item out (without super).
- Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula.
- Any fire-based attack will ignite the oil causing a fiery explosion similar to Potemkin's Trishula.
- Can hit both faust and the enemy.
Some moves which can ignite oil:
Axl: Artemis Hunter, Sickle Storm Dizzy: For searing cod..., For roasting chestnuts..., Imperial Ray Elphelt: Berry Pine, Genoverse (When blocked or hit) Faust: Love, Bomb, Meteors Jack-O': j.D, Explode (minion or box), Calvados Jam: Gekirin (Lv 3 Only) Potemkin: Trishula Sol: Gun Flame, Ground Viper, Volcanic Viper, Break (D.I. Version Only), Tyrant Rave
Also known as springboard.
- The jump pad will fall to the ground, and will launch either player if they touch it. Both players can be launched simultaneously if they are both touching the pad when activated.
- On hit it'll launch one high into the air in an untechable state.
- If you use a meaty above the jump pad or otherwise push the opponent into it, it is possible to combo after the hit. You have very little time however, and the damage is heavily prorated.
- The hit from Jump Pad can be blitzed.
If you are hit, you can tech when you are falling, which I suggest doing as soon as they try to catch you in the air, otherwise you are vulnerable to typical anti-air tactics.
- Black hole pulls Faust, the opponent, and any items on the field into it.
- The pull from the Black Hole reduces how high players can jump when within its range of influence.
While this can be useful in a few situations, generally it just forces Faust into close range with their opponent which against some characters can be a very bad thing. Most air combos will fail. You get a few extra combo routes while the black hole is out however, so it isn't altogether bad.
A joke item. The first character to touch it while it's sitting on the ground has the pitch of their voice elevated. That's it.
236P > wait for reach > 5D
Faust has the ability to hit the items he throws from "What Could This Be?", by hitting them with his 5D move while they are in the air.
- Depending on the position where the item is hit on Faust's bat, the angle and velocity of the throw will vary.
- The far point of the bat seems to give the highest velocity and an approximate 20° angle
- the closer, the higher and slower the throw will be.
- All items Faust creates can be thrown this way, except for Meteors and Big Meteor.
- Batted items have the same hitboxes, damage, and recovery that they normally do.
- You can't "force feed" someone by throwing them food this way. The food item will simply pass through the other character and won't be consumable until it reaches the ground.
Because of the item toss angle, most items can't be batted unless you do the charged version (236[P]).
Items you can bat either way are:
- mini Fausts
- mega fausts
- Black Hole
- Helium Gas
- Oil Drum.
Batting items is more silly than useful, though it can take opponents off guard. Most of the time it won't be optimal. As an example, mini Faust will be much more useful walking on the ground than being a projectile. Its ground presence hampers your opponent, reducing the space accessible to them. Batting it only improves your aggressive potential short term, but would actively reduce your screen control in the long term.
Stimulating Fists of Annihilation
- Damage changes based on which of the 3 Reapers or Angel is picked.
- Damage Black Reaper:100 , Green Reaper:140 , Purple Reaper:180 , Angel: 10 to self (RISC Level 6)
- Pressing buttons will swap the cups around. You can do this multiple times very quickly to disguise where the Angel ends up.
- P swaps the first two cups, K swaps the middle cups, S swaps the last two cups, and H swaps the first and last cups.
- As soon as the opponent presses a button, they are locked into that choice. So if they are mashing after they get hit, their selection will get locked in right away (the pointing hand will flash white and there is a sound effect). If this happens, you can try and swap the Purple Reaper to that position if you've been keeping track of your swaps.
- If the Angel is picked, there is a small chance it will turn into Black Reaper anyway.
- In the Burst version of this Overdrive, the Angel will always turn into Black Reaper.
- 1～15 Full Invuln, 16～17 Strike Invuln
W-W-What Could This Be?
- Normal Version Item startup at 7,17,27,42 (throws 4 items)
- 100% Version Item startup at 4,8,12,16,20,24,28,32,36,40 (throws 10 items!)
- Faust generally uses meter on Roman Cancels against competent players, but if you are feeling frivolous go ahead and use one.
- The 100T weight can knock you down before you recover if thrown early, Bombs can blow you up in the 100% version, black hole will pull you towards your ensemble, Bombs destroy other items, Jump pad can save someone who'd otherwise be forced to block, You sometimes get a helium party, and multiple items tend to be redundant.
- Both versions 1~6 Strike invuln.
in IK mode: 236236H
- [ ] Indicates during Hell Fire
- Uses the animation of his c.S.
- Give them the makeover of their dreams. (but really, don't use this unless you have a way to combo into it. or they are stunned)
- 9～22 Full Invuln [5～15 Full]
|To edit frame data, edit values in GGXRD-R2/Faust/Data.|
- Answer [★]
- Axl Low [★]
- Baiken [★]
- Bedman [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Elphelt Valentine [★]
- Faust [★]
- I-No [★]
- Jack-O [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Kum Haehyun [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Potemkin [★]
- Ramlethal Valentine [★]
- Raven [★]
- Sin Kiske [★]
- Slayer [★]
- Sol Badguy [★]
- Venom [★]
- Zato-1 [★]
Click [★] for character's full frame data