GGXX#R: Faust

Considering I want to learn how to play as the bag-wearing giant doctor, and there’s no Faust thread, I feel that this thread is a necessity. Any combos, tips, and such will be welcomed.

i only play XX usually, but i do play faust a lot, some of the stuff i think is the same as #R.

basic combo should be anything -> :hs: or :d: :hs: -> pogo -> FRC (RC only in #R?) -> :r: :r: :k: -> air combo.
“anything” being… any ground moves bufferable into :hs: or :d: :hs: .
for example, i usually do :d: :k: (1 or 2 or 3 hits, doesnt matter) :d: :hs:
but that corrects the dmg a lot. if they are dizzy or you got a big opening you could do :s: :s: :hs: .
make sure all hits of :hs: is done before you do pogo.
:r: :hs: (overhead) -> pogo is also GREAT damage, but you have to get them into low block mode first. dont use it too much.

near wall you don’t need to FRC or RC after pogo. just do a :hs: when you are on the stick for going my way. optional add RC -> second going my way afterward for more damage.

one tip is throw items a lot. i think any faust players should know/do that. now this is something i’m not sure about #R – in XX i would use far :s: buffer into item throw a lot. however i know that far :s: is toned down a lot in #R and i’m not sure if it’s still that great. in XX i would keep the pressure on with far :s: a lot, and always cancel into item throw. if an item is already in air and you can’t throw any, cancel into the long jab :hcf: :k: instead to keep on the pressure.

:d: :p: -> :d: :s: -> :d: :hs: -> pogo is also ok, about the same damage as
:d: :k: -> :hs: -> pogo.
afterward do the same stuff.
if they are not near corner (not close enough for going my way to hit) and you don’t have tension,
you could just do a flower ( :s: while on the stick) for one more hit.

oh btw, for those who don’t know, the air combo i’m talking about is:
:uf: :k: -> :uf: :k: -> :s: -> :hs: -> (optional) :qcf: :p: (throw bomb)
what the bomb throwing at the end does is force them to tech (if they don’t tech they’ll be hit by the bomb when they land). if they tech, as they are landing, depending on if they are doing any attack and what attack it is, you could do an anti air standing :k: and if that hits cleanly, you can go into a 2nd air combo.
note that for some characters the :hs: (the last hit of the air combo) isn’t going to hit sometimes.

faust’s dust combo in XX is dust -> :uf: :hs: -> :uf: :hs: -> :uf: dust -> going my way ( :hcf: :hs: )
i believe it also works in #R but i’m not 100% sure. there aren’t a lot of times you would use dust for faust because the :r: :hs: overhead connects to pogo for greater damage potential than the dust combo can give, but of course there’re probably better dust combos i don’t know of. also i’ve heard that faust’s standing dust has invincibility frames but i’m not sure.

another thing.
i’ve just recently begun trying to use this, i don’t know how useful this is yet
faust can FDC (faultless defense cancel) his air :d: :k: to stop moving in the air and falls down immediately.
this is useful for things liek stopping in the middle of his air dash (making his air dash more useful).
the way to do it is , when you are in air (either just in air or air dashing) , pull :db: and press :p: :k: at about the same time with :k: being just SLIGHTLY before it (very slightly).
after a few mins of practice you should be able to do it consistently.
i’ve heard good things about this move, such as being an instant overhead (jump straight up, FDC, air :k: ), air dashing any distance you want (although i think pressing air dust also works for this purpose…), and some other stuff.

BUMP for great justice! The doctor of death shall rock on forever!

i’ve posted all i can, i wish others would post too so i can improve my faust game…
i can’t tell any particular problems i have with my game, so i can’t ask… i just get beat by ppl who are significantly more skillful than i am =P can’t really think of any specific chars giving my trouble.

perhaps zappa (and anyone else who i can’t hit with a standing :s: when they are crouching/walking). that makes my pressure game much weaker than it is =/

A few things:

Against some characters you can do :hs: :hs: :hs: Going-My-Way as your dust combo for more damge than :hs: :hs: :snkd: Going-My-Way.

Vs Anji you can’t do any of that so just do his Impossible Dust of :snkd: Jump, Double Jump :hs: land :k: Aircombo

For people where you can’t combo the aircombo properly against, you can get the :hs: to connect if you forgo the second :k: or the :s:. Learn who juggles wierd.

Speaking of wierd juggles, against May you don’t need to roman the pogo to hit her with the air combo.

Finish every long distance block string (in XX) with :d: dust, and then jump cancle it. In #R this doesn’t work as well as far :s: and :d: + :hs: no longer gattling into sweep.

FDCing jumping :d: + :k: is good but not 100% needed, but it only gives you more options and that never hurts to learn.

Fausts :r: + :p: is shitty as far as invincibility, but if it trades with a non dizzying move (Potemkin jumping :s: in #R) you generaly still get a free dash up :k: then air combo because it knocks people into the air and is a counter hit (no air recovery).

Fausts roman cancle on his ground throw into :k: then air combo is damage corrected in #R

random other stuff: after a normal ground throw, roman after the hit, do :k: , jump, :k:, :s:, :hs:. Does surprisingly good damage.

Fausts standing dust(at least in xx) has a random frame or two of invincibility. If you learn the timing you can be a bastard like fry and abuse it. Hammerfalls and such will completly wiff and you nail a free dust combo.

Oh and how could I forget.

Throw lots of crap any time you think you can get away with it.

If you are in the air and your oponent is on the ground you can do :d: + :k: and then if if you distance it right you can do Going-My-Way and land on the ground with very little recovery. The thing is that once your opponent is hit/blocks the “drill” you can cancle it at any time into the Going-My-Way, so you can pause to help the distancing, or to get them to stop blocking, or do it right away. I recoment almost always doing this as the only real window of oportunity is inbetween the drill hitting/being blocked and the time you choose to do the G.M.W. if you actualy choose to delay it .Of course if you think they are going to try to counter it, you can just immidiately do it and they will be inputing the motion and not blocking, worst case you guess wrong and do a GMW a little to high in the air so you don’t hit the ground. You can still Roman it and keep up the pressure. Also, sometimes you will mistime the drill as an anti wakeup, and it will cross up your oponent and not hit them, in which case (because you can see this coming) you can often times get in a command/normal throw and roman it into a combo.

If you want to legitimatly jump in without FDCing you can jump in with :p: :k: and then if it hits go into a ground combo, if they block you can double jump and then do the :d: + :k: “drill” and do as explained above. Also if you can’t FDC you may be able to get away with a few TKed G.M.W.s on wakeup against a few people. But for all intensive purposes your anti-wakeup should be:

FDC drill into an overhead depending on how tall your oponent is and how far away they are

:d: + :k: 3 hits, super easy to make meaty, hits low, gattlings into :hs:

:r: + :hs: Slowish, but it overheads and gattlings into the pogo for mega damage.

Throw in random far away sweeps and command throws if needed.

Edit:
Like Tuna said, your dust is invincible for a little while when you spin. Learn how to use it against moves with startup but good priority like hammer fall. Its not too good against Sol because a lot of his moves keep the hitbox out too long (Riot Stomp for one still gives me problems becuase it beats out :r: + :p:, but Faust can duck under it for some reason.) But yeah, dusting right through peoples shit can get them super pissed, like Johnny :r: + :p: ing through fireballs can. Its just unexpected.