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Posted

Any matchup tips for millia, chipp and ram?. I have no idea what to do against those characters lol

Making full use of normals with YRCs in neutral seems to be key. Throw out a big move that covers space, like far.S, 2HS or 6HS. YRC to keep them safe. If you have enough for RC, use it to capitalize off stray hits (You can combo full screen, and you'll do a TON of damage in most cases, thanks to Millia, Chipp and Rammy lifebars being teeny tiny). Against their offense, make sure to Faultless and block correctly. Drill Cancel j.HS is very useful for keep everyone grounded, but Drill Cancel j.S is also a fairly good normal to stop Millia's from running in.\

 

Don't RC if you think they're going to block the hit. RC if you see them running airdashing/towards you, and react to the fact that they're not blocking, and cannot block these pokes on reaction (Save for 6HS).

 

2K to challenge double Millia Roll. Block if she's going to roll into Multi-stab. You can do 3 to walk under Big Stab. You can't react. You have to guess. Faust wakeup timing is also pants-on-head weird. This fucks with Millia oki. Play the meta by pressing 2P or 2K on wakeup (You can also check to see if they know by trying to chicken block on wakeup, Up+Back > Faultless as soon as you leave the ground). If you get off the ground, they're fucking up their meaty timing. This is only from what a Millia player said to me yesterday at a local, though.

Posted

Finished giving every move of Faust's a description on the wiki page. As before, suggestions and comment appreciated.

 

Will also need some ideas on what ya'll would like to see in the tips/tricks and combo sections.

Posted

I have a gatling table that I wrote down for Faust.  I noticed that the table on the wiki page wasn't filled out.  I don't know how to edit the table on the wiki, does anyone want to do it?  I can provide the information for it.

 

EDIT:  Alright I figured out how to edit and put it in.  A couple of things i'd like to note.  

2K has 3 hits.  Each hit can be canceled into either 5H, 5D, 2D, jump, Sp.  The same goes for 5H except I think there are 4-5 hits.

Any move that can be Sp canceled can also be Super cancled. 

 

I also don't think that he has any gatlings on whiff...

Posted

Finished giving every move of Faust's a description on the wiki page. As before, suggestions and comment appreciated.

 

Will also need some ideas on what ya'll would like to see in the tips/tricks and combo sections.

 

"Faust Offense in a Nutshell"? This might not actually be all that accurate.

 

1. 2K(3) > 2P  ~ Hit-confirms/Beats Reversal Throw Mash to beat Option 3/Beats Up+Back(?)

2. 2K(1/2) JC > FDC j.K JC j.2K > Beats Lowblock while convincing the opponent that Low Block was the right idea as you hit them high. (Lizard Brain Meta?)

3. 2K(1/2) JC > j.2K Whiff > Mettagiri ~ Beats Blocking (Faust offense outside of Mettagiri is NOT that scary, at least offline)

4. Meaty 3rd Hit 2K > 2P ~ Safe against some reversals/Super Plus On Block

5. Meaty FDC j.K JC ~ Beats Lowblock. Wins in situations where people will OS block switch between Low and Up+Back to escape Mettagiri/Throw attempts.

6. Shitty FDC > Air Faultless ~ Baits twitch reversals. FDC j.K is reactable if you gum up the FDC and do it too late. People are looking for this.

7. Early FDC > Empty Low ~ Rope-a-Dope. Can be hard to time if you want a meaty low.

8. Bait Reversals outright because RCs.

9. Gatling into Item Toss.

 

People will block Low by default thanks to 2K. If they block, just end in item toss. Watch out for reversals. As an example, Meaty 2K is safe from Rammy Splode super, I think. o:

Posted

Please can someone help me to understand Drill cancel for Faust? On his wiki page they told you have to do j1K-S (or P/H) but I don't get it. Is there any video that would make me understand or some advices? Thanks! 

Posted

"Faust Offense in a Nutshell"? This might not actually be all that accurate.

 

1. 2K(3) > 2P  ~ Hit-confirms/Beats Reversal Throw Mash to beat Option 3/Beats Up+Back(?)

2. 2K(1/2) JC > FDC j.K JC j.2K > Beats Lowblock while convincing the opponent that Low Block was the right idea as you hit them high. (Lizard Brain Meta?)

3. 2K(1/2) JC > j.2K Whiff > Mettagiri ~ Beats Blocking (Faust offense outside of Mettagiri is NOT that scary, at least offline)

4. Meaty 3rd Hit 2K > 2P ~ Safe against some reversals/Super Plus On Block

5. Meaty FDC j.K JC ~ Beats Lowblock. Wins in situations where people will OS block switch between Low and Up+Back to escape Mettagiri/Throw attempts.

6. Shitty FDC > Air Faultless ~ Baits twitch reversals. FDC j.K is reactable if you gum up the FDC and do it too late. People are looking for this.

7. Early FDC > Empty Low ~ Rope-a-Dope. Can be hard to time if you want a meaty low.

8. Bait Reversals outright because RCs.

9. Gatling into Item Toss.

 

People will block Low by default thanks to 2K. If they block, just end in item toss. Watch out for reversals. As an example, Meaty 2K is safe from Rammy Splode super, I think. o:

 

It'd definitely be a great idea to detail offense on the wiki, though that may be a little too specific to describe as in a nutshell. regardless, the listed tricks should be in the wiki and I'm thinking of a good way to put them in.

 

 

Please can someone help me to understand Drill cancel for Faust? On his wiki page they told you have to do j1K-S (or P/H) but I don't get it. Is there any video that would make me understand or some advices? Thanks! 

Hey I just wrote that piece, sorry that I wasn't clear enough haha. This is from +R, but it's the same in this version: http://youtu.be/Z9XS40ZAkhU?t=1m48s You hold down back so that K+S will input faultless defense, but you press K slightly earlier so that you'll start j.2k for a split second, this kara-cancels the drill normal and thus gives the desired effect. Hope this was a bit clearer, and if there was anything else in there you didn't understand feel free to divulge!

 

Posted

Oh thanks, I kinda get it now. I think challenge mode number 32 or 33 is that Faultless cancel and I got maybe half of the time. Do you thing it is easier to do with j1K-S? I believe I need to practice it everyday. I hate to play a character without enjoying his full potential. 

 

Lets go Faust army!

Posted

I've always been doing it as 1K~P, mostly because P is the closest button to K on the pad (HS is close, too, but it's harder to press it along with K).

Posted

Finished giving every move of Faust's a description on the wiki page. As before, suggestions and comment appreciated.

 

Will also need some ideas on what ya'll would like to see in the tips/tricks and combo sections.

Could be a longish read, sorry...  :sweat:

But, a few things that I spotted that might need changing or adding in the future to sections:

Throw: It says the 2HS > 236P OTG is corner only, you can actually connect it with a micro dash midscreen before the 2HS > 236P

Item Descriptions:

- Chibi Faust - Should be mentioned, that it can hit you whilst floating towards the ground as well.

- 100 Ton Weight - Might be worth adding that you can block the air hit of the Weight, also spelling mistake at "So jump and see if you can't get an air-to-air".

- Oil - Probably worth listing all the things that set it off, seems a little vague in description and might as well be informative for the people that are curious. If too lengthy maybe give it, it's own section and list to refer to? Oh and maybe mention that if Rerere > Pull is done over the oil, it cancels the pull.

  • Faust: Love, Bomb, Meteors
  • Potemkin: Trishula
  • Elphelt: Berry Pine, Genoverse (When blocked or hit)
  • Sol: Gun Flame, Ground Viper, Volcanic Viper, Break (D.I. Version Only), Tyrant Rave
  • Axl: Artemis Hunter, Sickle Storm

Jump Pad - It's worded a little weirdly and might confuse non English people, also it should state that both players can be launched simultaneously if they are both touching the pad when activated.

 

Basic combos: Non counter hit "Crouching only" and "Female Only (...2D > 236S)" combo's should maybe be added to this, because I feel like they are quite important to Faust's game.

  • (Crouching) (drill cancel) j.k > JC > j.2K > 5P > 2D 
  • (Crouching) 5P > c.5S > 5P > 2D

​There is also no mention of the optimal 5D > 8 combo yet.

  • 5D > 8 > j.HS, HS, S, P, K > JC > j.K, S, HS
  • Against Chipp use: 5D > 8 > j.HS, K, S, P, K > JC > j.K, S, HS - (5D > 8 > j.HS, HS whiffs on him)

As well as 5D > 6 combo's:

  • 5D > 6 > 6HS > 236P > c.5S > 2S > 2HS > 236S > Pogo S > Pogo GMW (Corro listed some item specific combos from this starter here: http://tinyurl.com/nlu328f )
  • 5D > 6 > c.5S > 5HS (3 Hits) > c.5S > 2S > 2HS > 236S > Pogo S > Pogo GMW
  • 5D > 6 > c.5S > 2HS > 6P > c.5S > 2HS > 236S > Pogo S > Pogo GMW

Gimmicks/Mix-ups/Resets: Here's a few little things I use from time to time, to troll or mix things up lol.

  • 2K (1/2 hits) > instant j.2K > Mettakiri / 2P...
  • 2K (1 hits) > 236P > Mettakiri / 2P...
  • 2K (1 hits) > instant 236HS (0 hits) > Mettakiri / 2P...
  • c.2K (3 hits) > Mettakiri
  • c.2K (meaty 3rd hit) > Mettakiri
  • Item Toss (Bomb) > 214K > YRC > sj.2K over their head when bomb is about to explode, for ambiguous bomb explosion.
  • 2K > 5P > JC > IADF > drill cancel j.P, K > 5P... or cross up > j.D > 236HS
  • Pogo Stance > 9 > YRC > j.k...
  • ...instant 236HS (2 hits) > f.5S > 236P
  • (Near or Cornered) ...instant 236HS (2 hits) > 5k > 2S > JC > j.K > DJC > dj.K, S, HS
  • 6+Respect cancelled early > Mettakiri / 2K / 2P... (Looks like the start up to 6HS)
  • (Standing Only) c.2S > 2S > 2HS > RC > IADF > J.K,S,P,HS > 2HS > 236S > (Pogo S) > Pogo GMW
  • 41236K > 4 > 5P > c.5S > 5P > 6HS...
  • (corner) 5D > 6 > 6HS > 236P > c.5S > 2S > 5D > 6... (Works on crouching Potemkin, Ky, Faust, Slayer, Ramlethal, Venom, Sin, Zato)
  • (corner) 5D > 6 > 6HS > 236P > c.5S > 5P > 6HS > 236S...
  • (quick drill cancel) j.D whiff > Mettakiri

​That's about all I can think of for now, cheers for throwing together the info for the Wiki and getting the ball rolling. Hopefully some of this stuff is worth adding, feel free to make any adjustments if I made any mistakes anywhere etc. :)

Will add more to this if I think of anything in the future when I'm less tired and feel free to ask if you need any help adding stuff or clarification on any of my ramblings here lol.

Posted

Thanks man! Those corrections definitely help, and I'll get them in as soon as I can. Truth be told I wrote Oil's descrip a bit vague because I wasn't sure what all set it off. And I agree with the combos you want to add, I don't know how I forgot to do dust combos. :P

Posted

Oh thanks, I kinda get it now. I think challenge mode number 32 or 33 is that Faultless cancel and I got maybe half of the time. Do you thing it is easier to do with j1K-S? I believe I need to practice it everyday. I hate to play a character without enjoying his full potential. 

 

Lets go Faust army!

 

 

It's like a very lenient kara throw input, if you have played a game that has those.  The drill cancel essentially has three parts:

 

1.  Jump, and hold down back.  Quickly piano from K to P, making sure to hold down K while you are hitting P.  (This cancels Faust's 2K drill move into Faultless defense, and causes him to float downward.)

 

2.  Let go of down back and hit K again.  This performs Faust's air K, which is what you want to hit the grounded opponent with.  You want to hit this right after doing the above kara cancel, timed like a double tap.

 

3.  Hit up to jump cancel the air K, then quickly hit down + K to perform the drill move.

 

Done correctly the air K will hit nice and low, and combo into the drill move.  You can perform the kara cancel over and over in the air as long as you have tension, so you can practice by superjumping and repeatedly kara cancelling to float all the way down.

 

Drill cancel into far air HS is also fantastic if you have tension.

Posted

Thanks man! Those corrections definitely help, and I'll get them in as soon as I can. Truth be told I wrote Oil's descrip a bit vague because I wasn't sure what all set it off. And I agree with the combos you want to add, I don't know how I forgot to do dust combos. :P

 

No problem man, glad I could help in the process of getting the info out there, We need more strong Faust players! :D

One thing I forgot to add to the oil explosion list though, is Faust's Meteors. No idea how I forgot about that lol.

Posted

A question I've seen raised quite often: how random are Faust's items? Do they depend on the timer or something else?

Posted

errr i'm know it's weird but from Statistical view point .. does all items has The same probability ؟؟ in both normal item throw and super ..
In super case i i "think" that bomb .. hammer .. doughnut .. small faust and poison comes frequently more than other items .. and in the same time i "feel" that the 1000 ton weight rarely appear with super
BTW  in AC IIRC small potemkin may be came less than other items in normal or super.. but i'm not 100% sure..

Posted

I've seen nothing in Xrd that would lead me to believe that the items are anything but entirely random.

Posted

Meaty 2HS YRC is an option-select at 25 to 50 meter. If they backdash or do anything invincible, you YRC, which recedes your hitbox out of reversal range while keeping yourself able to punish backdashes or the aforementioned reversals. Can be done with far.S or whatever.

Also... something akin to Force Break Door?

When you toss a Bomb, you can superjump install S.Door just after it lands, YRC, then airdash > FDC in either direction for not only a left/right mixup, but conversion off bomb as you fall through the explosion.

Posted

You can YRC a meaty?

@Lynxfort: In previous games, yes, each item had its own chance to be summoned. It should still be like that in Xrd, though I don't know the probabilities.

Posted

You can YRC a meaty?

@Lynxfort: In previous games, yes, each item had its own chance to be summoned. It should still be like that in Xrd, though I don't know the probabilities.

 

He's basically saying it's an OS. So if the 2HS whiffs for any reason, you get YRC, if it hits or they block, you get 2HS > Item toss etc.

I find though, that this OS is best used in the neutral tbh. I say this, because you can also do it with 5S. I think for meaty situations, it's best to use the OS with 2K, because you can also catch bursts with it and punish. Either 2K or meaty c.6S + HS for the throw option select and JC possibilities.

This is an area I need to explore and use more often though lol.

Posted

He's basically saying it's an OS. So if the 2HS whiffs for any reason, you get YRC, if it hits or they block, you get 2HS > Item toss etc.

I find though, that this OS is best used in the neutral tbh. I say this, because you can also do it with 5S. I think for meaty situations, it's best to use the OS with 2K, because you can also catch bursts with it and punish. Either 2K or meaty c.6S + HS for the throw option select and JC possibilities.

This is an area I need to explore and use more often though lol.

 

Great in neutral, for sure, but different applications (Covering long-range pokes from IAD punish vs. Oki Set Play). This will catch a spread of defensive options on the opponent's wakeup, which is useful in situations where Meaty 2K doesn't work against faster reversals, or just covering reversal-happy players in general.

Posted

errr i'm know it's weird but from Statistical view point .. does all items has The same probability ؟؟ in both normal item throw and super ..

In super case i i "think" that bomb .. hammer .. doughnut .. small faust and poison comes frequently more than other items .. and in the same time i "feel" that the 1000 ton weight rarely appear with super

BTW  in AC IIRC small potemkin may be came less than other items in normal or super.. but i'm not 100% sure..

As Wirya said, just like throughout XX, items tossed by Faust in Xrd in whatever way (normal, pogo, supers) are not all equally likely to come out, and every item toss event is independent in a probabilistic sense. The followup question would be what the actual probabilities are in Xrd. The only version of XX I could find some probabilities were from Slash listed in Edward Chang's guide on GameFAQs. In that game, they were the following:

Hammer 24/128, Bomb 20/128, Poison 16/128, Chibi Faust 15/128, Chocolate and Donut 14/128 each, Chibi Robo Ky 12/128, Meteor 8/128, Coin 4/128, Chibi Potemkin 1/128.

Posted

it's probably worth mentioning on the wiki that 2h is the best normal for cancelling into item at the end of a string and for basic RC pressure
also the basic corner dust is 5D > 6 > j.s > j.h , 6h > 236S > p > h

 

j.236p oki is worth mentioning as well

  • 2 weeks later...
Posted

Or maybe everyone is too busy playing him to post anything :v:

 

You know, this forum was one of the least active ones prior to the game's console release, even though there were plenty of things to discuss about the arcade version.

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