nima Posted January 30, 2015 Posted January 30, 2015 I dunno if this would help anyone but if your on the ground and you get the 100 ton weight you can do 5D at the right time to negate the knockdown from the weight. So if your opponent gets knocked down from it you have ample time to either throw another item or prepare another setup. I prefer this sometimes instead of jumping because of the possibilities.
Wirya Posted January 30, 2015 Author Posted January 30, 2015 I dunno if this would help anyone but if your on the ground and you get the 100 ton weight you can do 5D at the right time to negate the knockdown from the weight. So if your opponent gets knocked down from it you have ample time to either throw another item or prepare another setup. I prefer this sometimes instead of jumping because of the possibilities. Good idea. You can even YRC the 5D if you want to cut the animation, lol.
Natsu Posted January 30, 2015 Posted January 30, 2015 Guys, what's the best situation to use j2K? a friend told me that I use it way too much, I've seen Nage fights and can't manage to determine in which situations he uses it
Suiname Posted January 30, 2015 Posted January 30, 2015 j2k is a really good move if you think the opponent is going to do a crouching normal or any normal whose hitbox you will beat. Â Sometimes the delay of hanging in the air and changing you air trajectory will get whatever the opponent was doing to whiff and get counterhit or because there isn't a hurtbox at the very tip of the scalpel, beat whatever they stuck out. Â Getting counterhit from the j.2k guarantees you will get a pretty easy confirm and damaging combo when you land. Â The problem with j.2k is that it is slow and easy to avoid or blitzshield if the opponent knows you are going to do it. Â The good thing about j.2k is that even if you misread the situation and the opponent did nothing, it causes a lot of hitstun/blockstun and you can late cancel into going my way low to the ground for safety. Â In summary, I've seen a lot of good players use j.2k as a footsie tool, but you want to do it as low to the ground as possible so you don't get hurt for doing it. Â Also good to note, you can use it as a mixup tool also. Â If you do it low enough to the ground, it can completely whiff on the opponent so you can command grab immediately when you land. Â A lot of people like to jump cancel 2k on block, do a j.2k that whiffs and then command grab (Nage uses this setup). Â This is especially damaging in the corner since you can combo after command grab. Â The timing on this is strict, you have to go into drill immediately after your jump cancel comes out, but doing this setup makes all your options off 2k stronger, as the opponent now has to not only worry about you going low off 2k, going high by jump cancelling into instant overhead, but now they have to worry about fake high command grab. Â Sometimes if my opponent has adapted to this setup I like to switch it up so that drill actually hits, and either get a counter hit by stuffing their throw or if they block it, cancel into going my way and continue pressure. Â Just remember to not keep doing the same thing, as good players kill you for being predictable.Â
nima Posted January 30, 2015 Posted January 30, 2015 Would any good faust take me under their wing, specifically in the form of help with J2k cancelling. I can't do it for the life of me, and couldn't find anything on youtube explaining it.
Natsu Posted January 31, 2015 Posted January 31, 2015 j2k is a really good move if you think the opponent is going to do a crouching normal or any normal whose hitbox you will beat.  Sometimes the delay of hanging in the air and changing you air trajectory will get whatever the opponent was doing to whiff and get counterhit or because there isn't a hurtbox at the very tip of the scalpel, beat whatever they stuck out.  Getting counterhit from the j.2k guarantees you will get a pretty easy confirm and damaging combo when you land.  The problem with j.2k is that it is slow and easy to avoid or blitzshield if the opponent knows you are going to do it.  The good thing about j.2k is that even if you misread the situation and the opponent did nothing, it causes a lot of hitstun/blockstun and you can late cancel into going my way low to the ground for safety.  In summary, I've seen a lot of good players use j.2k as a footsie tool, but you want to do it as low to the ground as possible so you don't get hurt for doing it.  Also good to note, you can use it as a mixup tool also.  If you do it low enough to the ground, it can completely whiff on the opponent so you can command grab immediately when you land.  A lot of people like to jump cancel 2k on block, do a j.2k that whiffs and then command grab (Nage uses this setup).  This is especially damaging in the corner since you can combo after command grab.  The timing on this is strict, you have to go into drill immediately after your jump cancel comes out, but doing this setup makes all your options off 2k stronger, as the opponent now has to not only worry about you going low off 2k, going high by jump cancelling into instant overhead, but now they have to worry about fake high command grab.  Sometimes if my opponent has adapted to this setup I like to switch it up so that drill actually hits, and either get a counter hit by stuffing their throw or if they block it, cancel into going my way and continue pressure.  Just remember to not keep doing the same thing, as good players kill you for being predictable. Thanks dude. what I can't manage to determine which Normal to use after j2K using j2K leads me to 4 options to go with: 1. j2K manage to hit, then probably I'll go with Going my Way 2. j2K manage to counter hit, then I'll combo 3. j2K whiffed and then Command grab 4. j2K is being blocked, which I have no idea what to do next. I can't determine which normal to use, since I've seen Nage use any normal without being able to detect a certain patterns, I can't say for sure that my normals will beat my opponent's. So how to hell does Nage do it? I realize that this man has tons of experience but he did have to start from somewhere
spec Posted January 31, 2015 Posted January 31, 2015 Thanks dude. what I can't manage to determine which Normal to use after j2K using j2K leads me to 4 options to go with: 1. j2K manage to hit, then probably I'll go with Going my Way 2. j2K manage to counter hit, then I'll combo 3. j2K whiffed and then Command grab 4. j2K is being blocked, which I have no idea what to do next. I can't determine which normal to use, since I've seen Nage use any normal without being able to detect a certain patterns, I can't say for sure that my normals will beat my opponent's. So how to hell does Nage do it? I realize that this man has tons of experience but he did have to start from somewhere on block j2K is still very advantageous if you are low enough. You can start pressure (2K / 5P etc > whatever mixup). You shouldn't be doing high drills anyway.Â
Cashus Posted February 1, 2015 Posted February 1, 2015 Anyone mind helping me a bit? Atm my only thing is combos. Do you know guys know when gatlings into going my way wont connect? Are they character specific? Is that when you do the sweep into item oki gatlings instead?Â
Ando Posted February 2, 2015 Posted February 2, 2015 So, my original thoughts were that Xrd changed Faust from previous versions and made his items entirely random, for some reason. So I went into Training Mode vs. Sol, and threw 150 items with 236P. Here are the results. Â Common items Hammer: 30 Bomb: 29 Small Faust: 25 Â Uncommon items Doughnut: 16 Chocolate: 12 Poison: 12 Â Rare items 100 Tonne Weight: 7 Oil: 5 Meteors: 5 Black Hole: 4 Platform: 3 Helium: 2 Â Pretty obvious pattern, I figure that the items are split into these 3 catagories.
SoWL Posted February 2, 2015 Posted February 2, 2015 I went ahead and tried to get some statistics, as well, though I took them in VS mode with infinite timer, with two Fausts throwing 50 items each. Take them as you will.Hammer - 16Bomb - 17Mini-Faust - 8Donut - 7Chocolate - 21 (!)Poison - 10Weight - 3Oil - 4Meteors - 4Black Hole - 4Platform - 4Helium - 2
Suiname Posted February 2, 2015 Posted February 2, 2015 Anyone mind helping me a bit? Atm my only thing is combos. Do you know guys know when gatlings into going my way wont connect? Are they character specific? Is that when you do the sweep into item oki gatlings instead?  So the going my way won't connect based on distance, it's not usually character specific.  If you are midscreen, going my way will almost always connect, but if you are in or closer to the corner, it usually will whiff.  Furthermore, your distance from the opponent when you hit them with pogo also matters, so for instance if you counter hit someone with 2S it staggers them backwards, so if you continue the combo into 2H -> pogo, when you hit them with pogo they're so far away that when they wall bounce they don't come back far enough to get hit by going my way (unless they are close to the corner of course).  Same thing is true if you hit near the tip of 2H sometimes, so if you counterhit with the tip 2H it's usually better to cancel into scalpel than pogo, if it's not counterhit then you can go into pogo -> item toss so you don't whiff.
Cashus Posted February 3, 2015 Posted February 3, 2015 So the going my way won't connect based on distance, it's not usually character specific. Â If you are midscreen, going my way will almost always connect, but if you are in or closer to the corner, it usually will whiff. Â Furthermore, your distance from the opponent when you hit them with pogo also matters, so for instance if you counter hit someone with 2S it staggers them backwards, so if you continue the combo into 2H -> pogo, when you hit them with pogo they're so far away that when they wall bounce they don't come back far enough to get hit by going my way (unless they are close to the corner of course). Â Same thing is true if you hit near the tip of 2H sometimes, so if you counterhit with the tip 2H it's usually better to cancel into scalpel than pogo, if it's not counterhit then you can go into pogo -> item toss so you don't whiff. ohh ok. thanks for that. Its good to know what to look for now so I can adjust accordingly.Â
SoWL Posted February 4, 2015 Posted February 4, 2015 Here are the changes from the official patch notes:http://ggxrd.com/locatest.pdff.S - the hurtbox on start-up and recovery is expanded forward; the damage is decreased from 38 to 34.j.2K - can now be performed at lower altitude.Hack n' Slash (214HS) - can be blocked with ground guard and midair FD after the second hit.Backward movement (236S > 44) - the untech time is increased; the float on hit is changed; the damage is decreased from 40 to 24.Ground hitstun - increased the hurtbox on some hitstun animations.
SolidPlay Posted February 4, 2015 Posted February 4, 2015 Hack n' Slash can be blocked after second hit??? huh.
spec Posted February 4, 2015 Posted February 4, 2015 Here are the changes from the official patch notes:http://ggxrd.com/locatest.pdf f.S - the hurtbox on start-up and recovery is expanded forward; the damage is decreased from 38 to 34. j.2K - can now be performed at lower altitude. Hack n' Slash (214HS) - can be blocked with ground guard and midair FD after the second hit. Backward movement (236S > 44) - the untech time is increased; the float on hit is changed; the damage is decreased from 40 to 24. Ground hitstun - increased the hurtbox on some hitstun animations. Â Doesn't seem too bad for Faust, but I'm not understanding the changes to hack n slash. So they can just hold back when they get hit and will block after the second hit? That would mean its essentially garbage now, unless its highly + after I guess.
Wirya Posted February 4, 2015 Author Posted February 4, 2015 Doesn't seem too bad for Faust, but I'm not understanding the changes to hack n slash. So they can just hold back when they get hit and will block after the second hit? That would mean its essentially garbage now, unless its highly + after I guess.No, if you get hit by its first hit, you get hit by the next hits. But if somehow the move comes out but its 1st hit doesn't get you (I'm not sure if this is possible, lol, but then again hack n slash isn't a true grab), then you can block it.
SoWL Posted February 4, 2015 Posted February 4, 2015 Honestly, I'm a bit scared of that f.S change: depending on its new hurtbox, people might punish it on block similarly to Axl's chains, and that's going to make the move pretty bad. Basically, they punish you on whiff OR block, so you might as well not use it out of combos. But that's just me being cautious, who knows how it actually is. And even then, we can just go back to FDC j.HS.
spec Posted February 4, 2015 Posted February 4, 2015 I guess time will tell what happens with f.S, if it becomes punishable on block that would be a huge nerf to Faust's neutral imo.   No, if you get hit by its first hit, you get hit by the next hits. But if somehow the move comes out but its 1st hit doesn't get you (I'm not sure if this is possible, lol), then you can block it. Ya that's why it doesn't make sense to me, I thought the first hit always had to connect or else you get a whiff animation.  I wonder if anyone knows a situation where only the later hits connect?
SolidPlay Posted February 4, 2015 Posted February 4, 2015 I don't think the F.S is that bad of a nerf if punishable on block. You have plethora of moves to cancel it to. If you mix it up between Pogo, Scalpel pull and items. Should be fine if this change stays. They just wanted to make it less spammable
spec Posted February 4, 2015 Posted February 4, 2015 I don't think the F.S is that bad of a nerf if punishable on block. You have plethora of moves to cancel it to. If you mix it up between Pogo, Scalpel pull and items. Should be fine if this change stays. They just wanted to make it less spammable  true, it wouldn't be punishable since any half decent Faust is always canceling into item anyway. I guess the change actually makes sense since now you have to mixup you're choice of cancel when an item is already out more thoughtfully.Â
jailhousefrog89 Posted February 4, 2015 Posted February 4, 2015 seems good. actually the j2k thing could potentially be a HUGE buff on divekick cancel overhead mixups, have to test it out
spec Posted February 4, 2015 Posted February 4, 2015 seems good. actually the j2k thing could potentially be a HUGE buff on divekick cancel overhead mixups, have to test it out  I'm not sure I understand the j2K changes. You can do it lower to the ground? but you can already do it so low that it can be whiffed right in the opponent's face. However, one thing I've noticed is you can't FDC super low to the ground, so if the j2K is considered to come out earlier now it could potentially allow extremely low FDC > jK making the instant overhead even faster. Just a theory.Â
Krakhan Posted February 5, 2015 Posted February 5, 2015 I'm not sure I understand the j2K changes. You can do it lower to the ground? but you can already do it so low that it can be whiffed right in the opponent's face. However, one thing I've noticed is you can't FDC super low to the ground, so if the j2K is considered to come out earlier now it could potentially allow extremely low FDC > jK making the instant overhead even faster. Just a theory. That change makes it so that you can basically do the drill cancel with old XX series timing. Right now you have to delay it slightly or you just get a drill. Here are some additional unlisted changes from Zinac's Twitter that I've paraphrased: - Faust's Love/Bomb Bag (j.236P) recovery increased from 39 to 44 frames. - Mettakiri/Hack 'N Slash (214H) recovery changed from 34 to 40 frames. - j.2k and 6HS initial proration changed to 90% - 236S, H (Going my way) damage reduced from 16 to 12. - Back Door and Front Door (214K/P respectively) cause tumble on counter hit. - Proxy guard time on bomb and poison was seems to be reduced. - Charged S flower from pogo untech time increased. - Doctor-copter (8 from pogo) damage increased from 13 to 20. Vulnerable box added to bottom side of the attack. - Invulnerability frames added to K flower. - From Above Door Teleport (214S) is now auto jump installed i.e. you can air dash or double jump after an RC, like in AC and +R. Â
Lynxfort Posted February 5, 2015 Posted February 5, 2015 Mettakiri/Hack 'N Slash (214H) recovery changed from 34 to 40 frames. Â Does that effect wall combos??
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now