Ando Posted December 21, 2014 Posted December 21, 2014 Hasn't been mentioned yet but for anyone that hasn't figured it out themselves after Going My Way combo ender you want to dash forward slightly before throwing your item so that Hammer and Poison will hit them if you arn't planning on doing meaty 2K.
jailhousefrog89 Posted December 22, 2014 Posted December 22, 2014 Hasn't been mentioned yet but for anyone that hasn't figured it out themselves after Going My Way combo ender you want to dash forward slightly before throwing your item so that Hammer and Poison will hit them if you arn't planning on doing meaty 2K. you actually have enough time to microdash, HOLD item, and still get meaty 2k if you do it super fast in the corner. it really looks like you wont have time to get meaty 2k out and they try to mash so you get a counterhit. thats what nage does a lot
Wirya Posted December 23, 2014 Author Posted December 23, 2014 So I've been playing Faust in +R and just recently purchased XRD I've been watching a lot of video of Japanese players and I have a few questions that faust mains can answer. What am I supposed to do In Neutral? Throw some items! Preferably do it after a far 5S. YRC it if you want to make it safe. what are effective counter hit combos? 1. 6P (CH), dash in, 5K > JC, air combo. 6P is good for fishing for a CH (against an aerial or grounded opponent), since it's fast, juggles, and Faust is only vulnerable at his feet ... until 1 frame before it actually hits, that is. 2. 2H/6H (CH) > 41236K. 3. anything else? lol
MD_Spriggs Posted December 25, 2014 Posted December 25, 2014 Can I get some matchup tips vs ky. I know to IB his command overhead and two hit slide but currently all I have is online and 5-7f delay doesn't help. Its just frustrating vs his fireball game and neutral especially with a character with such a floaty jump.
Coffeeling Posted December 25, 2014 Posted December 25, 2014 Basic theory is: You have godlike pokes. He has good pokes. Your pokes are longer. It's just a game of fundamentals where you have the edge. You can crouch (NOT crouch block) under grounded fireballs. 5P/2P have a surprising amount of range. This is just theorycrafting, but 2HS feels like it should be pretty rad v. Ky's pokes. Try to mix up poke=>item and poke=>rerere a bit so throwing items is safer.
Lynxfort Posted December 26, 2014 Posted December 26, 2014 what is my best options after ?? 1- black hole . "what i found: A-...p.cls.p.cls.repeat then clH. 236+S.H.. B-if you were so close jD will cross up C- jK instant overhead...clS...ETC" D- 5D combo " start with jP only" 2- Platform.. beside 214s.. 3- 100 ton weight ?? is there an OTG move i can do after it ?? 4- Oil beside doing j.236p after it .. 5- Helium Gas .
Master Chibi Posted December 27, 2014 Posted December 27, 2014 So what does Helium actually do, outside of make the voices higher pitched? Is that all it does? lol
Coffeeling Posted December 27, 2014 Posted December 27, 2014 Yup, all it does. No combat effects at all, it's 100% dedicated to comedy.
Master Chibi Posted December 27, 2014 Posted December 27, 2014 Fantastic. Makes playing against Potemkin all that more enjoyable lol
Lynxfort Posted December 28, 2014 Posted December 28, 2014 Somethings funny i found about "From behind" .. 1- throw a bomb then do "From behind" YRC it to 5D ..both of you won't hit from the blast and you just do the Dust combo ..but in block..that's very bad .. .. but you can run then do normal throw instead third option is to blitz shield the blast if it hit the you can do a combo"like his scalpel force break combo in AC the one that you need to slashback the blast.." 2- Unlike AC "from behind" if the the opp back to the wall they need to block to opposite side same as in middle screen.. 3- "From behind" YRC put you At 214H range or you have tap 4 before doing it .. .. and regarding my last questions "post 31"plz give me any useful ideas for these items ..and i suggest that the guys who watch Faust's top players to provide us with trick or mix up they use for every item.. "Sorry for my bad english "
SoWL Posted December 28, 2014 Posted December 28, 2014 Seems like opponents may not eat the donuts while being pulled by the scalpel? http://imgur.com/qN8IN0t,MgGDqkL,lxZjxT1 I'm trying to do it in Training mode, but the best I can do is make them go over the donut on the scalpel's initial hit. Not like it matters much, since you want them to eat it most of the time, but it might be important if you're pulling them in for the kill.
Arteezy Posted December 31, 2014 Posted December 31, 2014 Hey guys, I'm new to fighting games in general, and I'm having some troubles doing rerere (the pull back move) into P 2H, or anything other than the 236P * 3. Is there some trick to the timing? If it's not really clear what I'm talking about, it's the same thing as the challenge where you go f.S > RC > 63214K > 4 > P S 2D, specifically the part after you pull the opponent back.
Kuma Powah Posted December 31, 2014 Posted December 31, 2014 Hey guys, I'm new to fighting games in general, and I'm having some troubles doing rerere (the pull back move) into P 2H, or anything other than the 236P * 3. Is there some trick to the timing? If it's not really clear what I'm talking about, it's the same thing as the challenge where you go f.S > RC > 63214K > 4 > P S 2D, specifically the part after you pull the opponent back. It's all sequential, so don't just put all the commands in one after the other immediately. So it goes, once the stab hits, you press <-. Then once they are next to you, input QCF+P to pop them up into the air. Once you hit them up into the air, immediately input another QCF+P to follow them up into the air. When you almost meet them up in air at peak, input another QCF+P to execute the chop, but make sure you do it before you get to the peek, because you may miss the timing and allow them to air tech. If you're still struggling with the timing, activate it in trial mode and play the sample, whilst watching the inputs on the side. Hope that Helps.
spec Posted December 31, 2014 Posted December 31, 2014 ^he said he was able to perform the 236P*3 combo Hey guys, I'm new to fighting games in general, and I'm having some troubles doing rerere (the pull back move) into P 2H, or anything other than the 236P * 3. Is there some trick to the timing? If it's not really clear what I'm talking about, it's the same thing as the challenge where you go f.S > RC > 63214K > 4 > P S 2D, specifically the part after you pull the opponent back. Kuma had a good point, watch the sample as it shows the timing of the inputs. after the pull back motion is complete there is a moment when they are still stunned but you are able to link the 5P. Try mashing 5P during the pull back and watch Faust closely for when the move actually starts, then try to time it. You can also mash P+S together and due to button priority and cancelling they will come out one after another.
Arteezy Posted December 31, 2014 Posted December 31, 2014 ^he said he was able to perform the 236P*3 combo Kuma had a good point, watch the sample as it shows the timing of the inputs. after the pull back motion is complete there is a moment when they are still stunned but you are able to link the 5P. Try mashing 5P during the pull back and watch Faust closely for when the move actually starts, then try to time it. You can also mash P+S together and due to button priority and cancelling they will come out one after another. mashing P+S did the trick for me, thanks
Kuma Powah Posted December 31, 2014 Posted December 31, 2014 mashing P+S did the trick for me, thanks Sorry it was late and I was skimming the thread and didn't read it correctly lol. A trick I use for future use in matches I guess, is that once the reel-back of the pull has happened and the previously mentioned stun like state happens, I "double tap" the P button to ensure that I hit the timing window. If you're using stick, this helps, but I doubt it does on pad.
BRD21 Posted January 1, 2015 Posted January 1, 2015 i'm so lost i have no idea what to do with faust to the point of blocking the WHOLE match lol
Ando Posted January 1, 2015 Posted January 1, 2015 First thing I'd say to anyone who says something like that is to watch match vids. Even if at the start you don't understand why the player does things, trying to copy them will at least get you moving in the right direction. Use this site, it's great. http://keeponrock.in/ The general gameplan is that your normals are godly and you have a normal that covers every angle. If you let them approach without eating an antiair or a scalpel then you're doing something incorrectly.
Lynxfort Posted January 1, 2015 Posted January 1, 2015 First thing I'd say to anyone who says something like that is to watch match vids. Even if at the start you don't understand why the player does things, trying to copy them will at least get you moving in the right direction. Use this site, it's great. http://keeponrock.in/ The general gameplan is that your normals are godly and you have a normal that covers every angle. If you let them approach without eating an antiair or a scalpel then you're doing something incorrectly. tips vs Against fast and rushdwan characters like chipp..who would abusing fast normals all the day and trying playing safe without big opening ????
Kuma Powah Posted January 1, 2015 Posted January 1, 2015 tips vs Against fast and rushdwan characters like chipp..who would abusing fast normals all the day and trying playing safe without big opening ???? Chipp is an odd match up, you need to place little Faust out and spam 2K and 5K in places where he wants to teleport and react to the hit or approach. It's a bit weird to explain, but I would recommend watching Nage play the match up, to know what I mean: https://www.youtube.com/watch?v=yYrtzsffjqE#t=1114
SoWL Posted January 2, 2015 Posted January 2, 2015 Seems like opponents may not eat the donuts while being pulled by the scalpel? http://imgur.com/qN8IN0t,MgGDqkL,lxZjxT1 I'm trying to do it in Training mode, but the best I can do is make them go over the donut on the scalpel's initial hit. Not like it matters much, since you want them to eat it most of the time, but it might be important if you're pulling them in for the kill. I think I figured it out: if the item is too close to your or your opponent, then they pick it up, but if it's somewhere in the middle, they go right over it. This "Sweet spot" is character-specific, so I don't think there's any reasonable way to set it up in a real match.
BagLunch Posted January 2, 2015 Posted January 2, 2015 236S is +3 on hit, which means it safely sets up the dumbest instant overhead Faust has ever had in GGXX: forward pogo hop YRC j.K
Mr.Minionman Posted January 3, 2015 Posted January 3, 2015 Hey, guys. Dropping in to mention that I put in a little work on Faust's dustloop wiki page. I wrote an overview, a short description of drill cancel, and a few combos (let me know if you think I should improve them), and I plan to do more when I have the time. I'm not perfect so input requested. Also wanted to talk to you guys about CH 6P combos. They are a bit different than they were in +R, I notably miss the loss of j.D kd in use for the bomb combo. Anyone find a good way to combo into bomb in this game? Unfortunately I think it's lost its use in CH 6P combos Also If I do a typical air chain, I'm falling into the platform. You can use it to set up unblockables, but I don't know if it's even useful to set up. Only decent thing I've come up with so far is if you do 6P > 236P (throw platform) > 5K and if they tech forward you get an air throw, and if they tech backward or neutral they land on the platform and a run forward 5K will catch them for a prorated combo. Lastly, all the combos I posted were tested on Sin. I haven't gone through the cast to make sure they work on everyone yet.
Diveman Posted January 3, 2015 Posted January 3, 2015 For those who don't know, Nage now streams on twitch http://www.twitch.tv/nano_ochiai so go and mash that follow button
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