Any idea what I should anti-air with if somebody is right on top of my head? 6P seems sketch since if I've been crossed up, it won't come out... (unless I should be doing it preemptively enough that the cross up wouldn't matter)
Right above Faust's head kinda his weak spot.
Faust has great horizontal control, but weak horizontal movement. Conversely, he has great vertical movement, but lacks vertical control.
If people are bopping you on the head, you want to adjust your zone of control upward and greet them in the air. IE: Jump when they jump. You want to jump and meet them at the same level, or jump higher. Faust has a lot of downward attack angels in the air. Think two Sentinels battling to get above each other.
Faust has lots of ways to control his air decent. I don't got the game in front of me, but off the top of my head:
*FDing in the air puts you in a float. Tap FD to slow your decent. Or I might be thinking of repeatedly FDCing your j.2K, or both..
*His airdashes are also super slow, so that can stall alot too.
*And HeadBombs from the air will delay you. And, blocking your own bombs will restore your double jump / air dash.
Use these, in combination, to control you decent.
Your horizontal zoning obviously comes from your great ground normals. Additionally, using FDC Drill low to the ground with j.HS is awesome. Experiment.
Ground to Air:
*6P as an antiair is weird. It's like Cammy's DP, it loses its invincibility right before its active frames. Horrible recovery. You don't see 6P used alot.
*2K has a great hitbox for ground to air. Think like a SF4 style anti-air.
*2S kinda like a Ryu/Ken crouching feirce.
*5K as mentioned. I don't like to think of it as anti-air, as in anti-jump-in. It's more of anti-airdash, or anti-jump.
Faust is more about not letting air to ground happen against him. You wanna jump up and turn it in to an Air to Air, or just get the fuck out of there. Run under them, or away from them, or teleport away.
Edit: Oh ya, and air throw. Throws are pretty good in this game.