Superslash2 Posted July 4, 2008 Posted July 4, 2008 Jump, j.2k then immediately FDC. Some people do it with drumming the buttons, others slide their fingers, almost all use 1 to do it. If I got this properly, you can Drill Cancel anytime you could do j.2k, it's just more useful from the ground. That also means you can Drill Cancel too early and too late, leaving you too low or too high, respectively, to do anything. If you did it right, you'll stop moving and start falling back slightly.
Senkei Posted July 5, 2008 Posted July 5, 2008 get used to just doing jump fdc hardslash....get it to were the scalpel reaches it's full potential in range being the lowest to the ground as possible this will help you prep for it...it helped me you will notice your doing it properly when you see his body slow down and float in the air what is actually happening is that he cancels his j 2k and keeps the same gravity from the move allowing him to do other things but the timing is pretty strict you have to do the j2k and after pressing that direction on the stick you immediatly slide your stick from the 2 to the 1 position and at the same time hitting p to activate FD...then comes the kick...or hardslasher when you have that down all it is from there on is practice ...like alot so if you wanna throw it out at will no matter what !You Can!.....this was prob the most hardest thing for me to learn...and it sucks when you fuck it up cause everyone can tell now with air pogo it is the mother fucking shit i believe this move tremedously helps out his game in about 4 different ways 1st. you can combo into it..(Duh) -- it's a good ender with the command grab in the corner RF shit 2nd. it can cross up -- and if on counter hit you can turn around and pop em back up with flower -- i do air pogo when i'm high in the air and my opponent can't see his/her body which lets me get crazy with it 3rd. it closes the gap on ranged characters/and helps establish pressure -- a high air dash to FB pogo can get you in the opponents face very fast and in most cases you can get down and start your pressure due to the fact that there are scared of you doing Slash, 66, or 55 so you can get that great mid range pressure in good and fast 4th. it's just the damn shit -- it's got great priority , great speed , you can't block on it but 66,55 have some invincibility along with k[head flower(*great anti-air*)] and your hit-box is very tiny -- if your coming down off of counter hit with the bottom it's a free knockdown and relauch, counter hit p(baghead) scores a knockdown and relaunch along with k(headflower) s(ground flower) and 55,66(shoulder/back-smash). -- can do some trickyness like super jump 236p(bomb bag) opponent blocks....then you come straight down on pogo and do s(ground flower)....MIxup i believe... --- really fucking hard to anti air...(it clashes with viper for fucks sake) it's just the shit watch vids of japs and me and you'll see what i'm talking about oh and i can't make it sat but i am going to WillVo
Sabinx Posted July 5, 2008 Posted July 5, 2008 sounds good guys. thanks I will be attempting to get this down more. I am still maining test but I wanted to pick up faust again for a while.
Genstov Posted July 16, 2008 Posted July 16, 2008 Has anyone noticed that if you mettakiri against a medium/light character in the corner you can catch them with c.S > 2S > B&B? The timing's pretty awful and I've only gotten it to work a few times.
Diirty_Kiickz Posted July 16, 2008 Posted July 16, 2008 ^Yeah, thats been around for a while now. You might wanna do mettagiri > 5p > 2s > w/e in the corner on lights, that should help u get it off more.
Senkei Posted July 16, 2008 Posted July 16, 2008 Just thought i should move this here got a new dust combo****most damaging does roughly around 157-209 depending on character selection D^--HS--HS ----Air dash--- D---214D---p(p)---hs can be done anywhere on the screen but you need to be far away if not in the corner cost's 25% tension but if puts you in a great position after going my way
bwiyon Posted July 17, 2008 Posted July 17, 2008 Just thought i should move this here got a new dust combo****most damaging does roughly around 157-209 depending on character selection D^--HS--HS ----Air dash--- D---214D---p(p)---hs can be done anywhere on the screen but you need to be far away if not in the corner cost's 25% tension but if puts you in a great position after going my way Thanks Senkei, I will have to try this.
NerdJosh Posted July 17, 2008 Posted July 17, 2008 I still like 5d-> HS-HS(ID here) fall land 662hs-> Pogo. If I had a copy of the game I could say how much damage it does.
Wirya Posted July 23, 2008 Posted July 23, 2008 5d-> HS-HS(ID here) fall land 662hs-> Pogo AFAIK, the 662H works only on some characters, but I could be wrong.
drunkenchicken Posted August 15, 2008 Posted August 15, 2008 does any1 no any super jump install combos for faust? lately ive been finding myself in a situation where a super jump combo would be much more effective, than an air bnb
Zinac Posted August 15, 2008 Author Posted August 15, 2008 does any1 no any super jump install combos for faust? lately ive been finding myself in a situation where a super jump combo would be much more effective, than an air bnb You can turn most of his BnBs into Super Jump Combos. All you have to do is start off with 2S (PRESS UP) > 5K (SUPER JUMP CANCEL) > BnB
FleetingPenguin Posted August 31, 2008 Posted August 31, 2008 ]None of these problems are Faust specific. You're just Jump canceling too late after the ground combo, attacking too late after the jump cancel, or a combination of both. Both which can be solved in practice mode. Now for Dust combos, you continue to hold up because the system allows you to jump cancel any normal move for a certain number of frames, but in Faust's standard dust combo, you only need to hold up in order to cancel the 2 j.HSs. For millia you must delay the homing jump, after connecting with 5D, before you do the first j.HS, or you're likely to miss the attack. I also am having a lot of trouble getting the first kick after the JC to land. Of the characters I've tested it on, it seems harder on Ky than on May or Sol. I seem to be using the same input every time though, I just do the launcher and as soon as I input the launcher, I hold 9 and then kick in the air. Either there's a very tight timing window or I'm doing something wrong. EDIT: Inputting the 9 right after the 2S helps a lot, but the beat meter turns black. How can I make this a legit combo? EDIT: Also, is combo 8 correct? I don't think the ground flower is guaranteed, and it certainly doesn't do 140 damage total...
Zanken Posted September 1, 2008 Posted September 1, 2008 If you're jump cancelling from 2s, I found that the best thing to do was put a tiny bit of delay between the 2d > 2s gattling and the characters hit a little higher making the jc j.k window a bit larger for you. Hope that helps.
Wirya Posted September 1, 2008 Posted September 1, 2008 j.K after a JC isn't hard. You just have to get used to the animation of j.K.
Senkei Posted September 3, 2008 Posted September 3, 2008 Got another new dust combo (Po only as far as i know) it's kinda tricky but still best damage you can get without tension (about 155 which) is prob the most your gonna get off of Po anyway it's an impossible dust and requires you to know how to: Fdc Hardslash, and jump install okay here we go D--jHS-jump cancel-(fdc)HS--land - 2S - (8) - 5k(superjump)- JK- JS-JP-jump cancel-JK-jS-jHS 8 is for the jump install command the history of this is when i was watching a vid of RF and this was attempted but he dropped the combo(the part were you land and 2S), so i basically put the pieces together and came up with this. the vid:http://au.youtube.com/watch?v=Bn3TGVx4YaU at 1:04 Enjoy! any questions lemmie know
Akira Posted September 3, 2008 Posted September 3, 2008 I saw the first half of the combo being listed somewhere a long time ago, and probably it only needs the jump cancel, without the need of the FDC. Thanks for the combo =] And please put the high jump after 5K, or it'll give the impression that's only a normal jump
DarthTrey Posted September 3, 2008 Posted September 3, 2008 Got another new dust combo (Po only as far as i know) it's kinda tricky but still best damage you can get without tension (about 155 which) is prob the most your gonna get off of Po anyway it's an impossible dust and requires you to know how to: Fdc Hardslash, and jump install okay here we go D--jHS-jump cancel-(fdc)HS--land - 2S - (8) - 5k- JK- JS-JP-jump cancel-JK-jS-jHS 8 is for the jump install command the history of this is when i was watching a vid of RF and this was attempted but he dropped the combo(the part were you land and 2S), so i basically put the pieces together and came up with this. the vid:http://au.youtube.com/watch?v=Bn3TGVx4YaU at 1:04 Enjoy! any questions lemmie know Shexy.
Senkei Posted September 5, 2008 Posted September 5, 2008 I saw the first half of the combo being listed somewhere a long time ago, and probably it only needs the jump cancel, without the need of the FDC. Thanks for the combo =] And please put the high jump after 5K, or it'll give the impression that's only a normal jump No the Fdc is needed to induce gravity...why you ask? because if you just jump Faust floats down with po's body...which isn't that bad cause you can K before land and then do a B&B combo so not all hope is lost...but the fdc way is wayyy cooler looking and does more damage..
drunkenchicken Posted September 9, 2008 Posted September 9, 2008 for the air combo of the 2s, I like to go for j.p j.k jc j.k j.d ,doesn't do monster damage but knocks down and can set up for forcebreak pogo combos. U mite have to adjust on certain chars tho, for example of ky i do j.p, j.k j.d.
BagLunch Posted September 10, 2008 Posted September 10, 2008 A thing which I've always been interested in is looping people with the ground flower (now that it vacuums in AC). Thing is, it's hard for me the judge the exact condition that will allow for repeated comboing ground flowers... just because you can hit them with a pogo P (bag punch) doesn't mean that the flower you do afterwards will actually combo. and vice versa. One thing which seems to get a bit better results is to start with the command grab, because that stick on 8 hits in addition to the air combo hits, but it still isn't reliable. I'm sure that a bunch of it is character specific what with weights and hitboxen, but I wonder if anybody knows about making this work in detail?
Senkei Posted September 11, 2008 Posted September 11, 2008 i can't go into too much detail right now but it is character specific only heavy characters can be looped like this Slayer, testement, po, axel,anji, Hos, and roboky basically they all need to be done in the corner start with mettakiri then 5p-2s-jumpcancel-jk-jD-236d(airpogo)-(onpogo)p,p(at the lowest point possible) the hit the ground s-s-p-s-s-p-d-s-hs some characters you have to mod it a little by only doing one bagpunch at the beginning instead of two and doing less slashes into bag punch also a side note this can be done on robo-ky you just need to change the start a little instead of doing 5p-2s-jumpcancel-k-d-236d......you do 5p-2s- jumpcancel- p-k-d-236d best is to experiment with everyone because except for maybe aba and jonny everyone can be looped in the corner
drunkenchicken Posted September 15, 2008 Posted September 15, 2008 has neone posted nething about linking a corner going my way into 5k because i see japanese faust attempt it all the time.
Zoogstin Posted September 15, 2008 Posted September 15, 2008 If its a going my way off of a pogo stance, you then you can FRC the GMW and time a 5K.
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