GGXRD-R2/Faust

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< GGXRD-R2
Revision as of 23:19, 19 June 2022 by Shtkn (talk | contribs)


Overview
Overview

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  Faust is a spacing character that uses long ranged normals and random items to keep his opponent at bay.

Pros
Cons
  • Long Normals: Great range on many normals.
  • Randomized Item Drops: Random items keeps opponent guessing.
  • Mix-Ups: Strong mix up with an instant overhead, proximity unblockable/"command grab", multi-hit jump cancellable low.
  • Surprisingly Good Pressure: Strong pressure with most moves being jump cancellable, huge blockstun on j.2K(drill) and corner control using anti-airs and items.
  • Air Presence: Very strong anti-air and air-to-air attacks.
  • Excellent Defense: Faust can go over numerous attacks given a 4 to 6 frame window thanks to a defensive jump > j.2K and a good rising hurtbox. Furthermore, he has an invulnerable 5D that can be YRC'ed.
  • Low Profile: Weird hurtbox and can crawl to low profile many moves.
  • Long Body: Large hurtbox while getting hit makes him subject to many strong combos.
  • Randomized Item Drops: Random items lead to inconsistent reward.
  • Slow Normals: His fastest normal has 6 frames of start up, which is 1 frame more than the average character, and many attacks have lengthy recovery
  • Airdash: Slow airdash makes it hard to escape the corner and zoning.
  • Lengthy Wakeup: Long wake up time means keeping the pressure on Faust can be quite easy.
  • Easy to Low Profile: Many of his attacks can be low profiled.
Faust
GGXRD-R Faust Portrait.png
Defense
x1.00
Guts Rating
0
Weight
[100] Medium
Stun Resistance
65
Prejump
3F
Backdash
13F (1~7F invuln)
Wakeup Timing
25F (Face Up)/ 29F (Face Down)
Unique Movement Options
Crawl
Slow Air Dash
Fastest Attack
Reversals

Normal Moves

5P

5K

c.S

f.S

5H

2P

2K

2S

2H

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
40 High / Air 13 11 21 + 4 Landing Recovery

  • 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.

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
70 High 25 9 45 -35

  • 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.

j.2K

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Low 13 3 23 -12

  • 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.

5D

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D 25 High 26 2 15 -3 1~11F Strike
24~29F Reflect
40~42F Strike
Reflect Projectile 10 [20] All 1

  • 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

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Rerere 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
41236K
20 Mid 21 12 18 -11
Pull Back
Rerere>4
+7
Hello!
Pull Back>236P
40 Mid 7 12 12
Can't Hear You!
Hello!>236P
Total 32 1~32F Strike
Hello Again!
Can't Hear You!>236P
80 Mid 43 8 18 1~40F Strike

  • 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

214H

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
16×8 Unblockable: 175000, All*7 5 48 12

  • 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

j.236H

From the Front/Behind/Above

214P/K/S

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
Front
214P
44 All 63 2 25 -13 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
Behind
214K
44 All 63 2 25 -13 21~42F Strike,43~52F Full,53~57F Low(Full excluding head),53~89F Throw
Above
214S
38 High 52 Until Landing 32 -26 21~42F Strike
43~47F Full

  • 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 gives ground bounce on normal hit, allowing faust to convert on hit into an air combo

Spear Point Centripetal Dance

236S

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
44 Mid 17 4 7 +3

  • 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.

Pogo Movement

Various commands on Pogo

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
Forward
Pogo > 66
40 Mid 4 3 16 -5
Backward
Pogo > 44
24 Mid 4 3 16 -5
Small Jump
Pogo > 9
Total 16
Doctor-Copter
Pogo > 8
20×n All 16 68 25
Cancel
Pogo > 2
Total 24 -18

  • 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.

Pogo Attacks

Various commands on Pogo

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
Just A Taste!
Pogo > P
32 High 10 3 8 +3
Growing Flower
Pogo > K
36 Mid 7 6 23 1~6F Strike
Growing Flower (Charged)
Pogo > [K]
52 Mid 24 10 23 24~28F All
See? I'm a Flower!
Pogo > S
36 Low 16 2 7 +5
See? I'm a Flower! (Charged)
Pogo > [S]
48 Low 32 10 7 +2
Going My Way
Pogo > H
14×4 All 13 28 23+3 After Landing -23
What Could This Be?
Pogo > D
9 Total 17

  • 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

j.236P

Taunt (Face FLASH!)

Taunt

What Could This Be?

236P

Items

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.

Food

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
Donut/Chocolate 16 Heal 50 194 pickup or expiry
Donut Box/Large Chocolate 48 Heal 50 194 pickup or expiry

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 500 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.

Hammer

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
Hammer 44 All 13 41 contact or landing
Golden Hammer 44 All 13 41 contact or landing

  • 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.

Chibi Faust

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
Chibi Faust 25 All 45 contact or landing
Large Faust 25 All 45 contact or landing

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

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
Bomb 80 All 131 12 explosion
Fireworks 80 All 192 12 explosion

  • 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.

Meteors

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
Meteors 36×6 All 196~ 0 all meteors land
Gigantic Meteor 36×7 All 196~ 0 last hit after landing

  • 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.

Poison

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
10 All 85 50 landing

  • 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

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
100 Ton Weight 44,0 All,Unblockable 13 43,1 landing

  • 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.

Drum Can

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
Oil barrel expires
Combustion 80 All 11 20

  • 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.
  • 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

Jump Pad

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
0 Unblockable 87 196 expires

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

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
68 180 landing

  • 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.

Helium Gas

Batting Items

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.

Overdrives

Stimulating Fists of Annihilation

236236S [236236D]

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
30,0,Refer to notes
[37,0,Refer to notes]
Low 11+1 80 66 -46 1~15F Full
16~17F Strike

  • Damage changes based on which of the 3 Reapers or Angel is picked.
    • Damage Black Reaper:100 [125], Green Reaper:140 [175], Purple Reaper:180 [225], 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?

236236P

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
Normal
236236P
Total 46(Super Freeze 1) 1~6F Strike
100%
236236236P
Total 51(Super Freeze 1) 1~6F Strike

  • 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.

Instant Kill

This is...me?

in IK mode: 236236H


External References

Navigation

 Faust


To edit frame data, edit values in GGXRD-R2/Faust/Data.

GGXRD-R2/Navigation