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Posted

Thats gotta be it! thank you! I thought it was left and right to select but looks like its decided on which button they press. Yeah it almost seems like its giving them zero time to select so I think you might be right about them mashing.

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Posted

1- What is his goal or his best options after :
A-Oil
B- Jump Pad (beside 214S on hit).
C- Black hole.

2- When  214P or K would be useful "situations..items"

Posted

1- What is his goal or his best options after :

A-Oil

B- Jump Pad (beside 214S on hit).

C- Black hole.

2- When  214P or K would be useful "situations..items"

 

A lot of players like to throw Love on the Oil since you can't throw items with it out. Don't try and force it if you won't be safe though. And be careful since Potemkin players can reflect the explosion on reaction easily too.

 

If you can, try to push the opponent into the jump pad since it's unblockable. If you do it in the corner you can combo into pogo. If it's midscreen I mostly throw an item when it hits or activate it myself sometimes just to get rid of it.

 

I honestly don't know what to do with black hole most of the time. Being close usually isn't that great for Faust. You can go for a high/low mixup I guess or do drill to bait throws. If you do drill make sure you do it higher than usual since the black hole will suck you in and change the hitbox. If you're far enough you can throw an item after a Black hole too. And if you get a bomb you can dash and jump over them for a quick crossup.

 

If you don't know you can use P and K door with YRC as a slow teleport/fake teleport. If you have a jump pad out you can try and push them into it with P/K door too.

Posted

Lately, I've been trying to do something a bit more smart with the oil than just blowing it up. It's basically a huge "Don't touch this" area for your opponent, even if it doesn't deal damage. Running over it makes them a sitting duck for your pokes, and trying to combo you on top of it is difficult because of friction. Thanks to that, they usually either approach you from above (so you can easily hit them with your godlike AAs) or just wait it out on the opposite side, so you can turn the corner and mount your own offense. That doesn't sound too specific because I just didn't come up with anything better for now, but it's still something.

Posted

1- What is his goal or his best options after :

A-Oil

B- Jump Pad (beside 214S on hit).

C- Black hole.

2- When  214P or K would be useful "situations..items"

1A) When you throw an oil, I'd say standing your ground like SoWL is pretty decent. It's hard to rush Faust when oil is out, and you'll able to throw items again once the barrel is gone. You could try to detonate it if your opponent is trying to do something cheeky though. It seems perfectly safe to do so.

 

1B) If the opponent is right behind a jump pad, you could try to go for 214S and if they jump, they'll probably get hit by it and if they block you might push them into it. Don't do this every time though, there are quite a few counter-measures, like blitz shield. Something you can do if they're right in front of it is J2K>236H. I think this will combo if they get launched somewhere in the middle.

 

1C) For black hole, you could do something like iad JP or run up 2K. It's a fairly risky situation for both parties, just know that it's very difficult to hit overheads if you FDC, and it's much easier to just go for a jc JPK once you're in.

 

2) When multiple items are out it's much easier to get away with 214P/K. Items like mini-faust can detract the opponent's focus from faust and bombs and meteors will make the doors safe on block. Some other specific uses are in wallsplat combos involving the bomb.

 

What are Faust's tools to bait Dead Angles?

 

He's got plenty of jump cancellable moves upclose or you could try doing a YRC OS string like (2)P>(2)P+S+HxN until you reach 2H or H. I think 2S might go under some really bad dead angles too.

Posted

For black hole pressure, keep in mind that on block once you're in and attacking you can use his 5P > c.S and c.S > 5P gattles to keep them in blockstun while the black hole is going. Then once it's over you can reset the situation with farther pokes to item toss, drill, go in for hack 'n slash, pogo gimmicks, etc. Of course, this is different if the other guy dead angles while you're doing the string, so if you feel that ones coming, you can attempt to bait it and punish it. 2P and 2H work really well for this because of how low profile they are and the range they cover.

Posted

New fdc is so lovely. Improves his oki and antiair options greatly. You can do the fdc immediatly you leave the ground.

Posted

New fdc is so lovely. Improves his oki and antiair options greatly. You can do the fdc immediatly you leave the ground.

Gotta test when I get home from work.

 

EDIT: Speaking of the patch, there were notes on air bag and mettagiri recovery in the loketest documents. How do they feel post-patch?

Posted

you can combo c.S into drill cancel j.K... fastest theoretical overhead j.K is at worst 14f. wow lol

can you tell me how to do it?? i couldn't .. also and can you a full combo after it or just the jK??

Posted

Faust bros.- I have some general MU/game plan questions (as somebody who only started GG with Xrd).

 

1. What's my basic game plan against characters with 'standard' projectiles (i.e., stun edge, gun flame, etc.)? By this, I mean one of Faust's main strengths is his space control game with his normals, but it seems like you have to abandon that (on the ground at least) because getting counter-hit  by gun flame or whatever is  very dangerous. People give advice like "Faust beats Ky because Faust is a better version of Ky (at mid-range space control)"... but how does this pan out when stun edge beats every grounded move I have?

 

2. What's the way to go during the opening gambit? Obviously, this is character specific, but it seems like deciding to press a button the second the fight starts will work against me as very often as other character's normals at that starting range can beat Faust's consistently.

Posted

Stun edge should be the least thing to worry about when you're fighting Ky. You can duck under it by holding down-forward (NOT down-backward). If Ky choose to waste his time by just shooting stun edges at you, that means he's not closing in on you and therefore giving you opportunities to throw some items out (and a Faust who throws out an item is a happy Faust).

Posted

So the plan is throw items in relative safety until you get one that allows you to approach safely?

This is pretty much his basic gameplan, yeah. A good Ky isn't going to let you do that, though, so always be prepared to anti-air him and whatnot as he tries to get in.
Posted

Another match-up question that's not character specific: almost every character has a move to challenge f.S if they know when you're going to do it (6P seems very common). Given this, it seems like it can devolve into a guessing game where:

1) They do 6P or something else with the goal of beating my f.S and I do 2HS and get some damage plus an item toss.

2) They do an IAD  or some else to circumvent 2HS and I do f.S to stuff it.

If I guess right in either guess, I get the damage off the hit plus an item toss (or if I want to take the risk, I can go for pogo or rerere for the CH combo). If they guess right, they get in, do a lot of damage, and stay in. What am I missing in terms of risk/reward that makes Faust so strong?

 

Let me give a more concrete example:

Slayer 6P at a reasonable distance beats every button I have on the ground that's not 2HS. If I successfully 2HS him, I get a bit of damage and an item on screen or I can take a gamble and go for 2HS into rerere instead. If he thinks I'll 2HS, he can IAD in and hit me for free. If I did f.S or wait and do 5K or something, I can stuff the IAD approach though. Either way, it seems like when he guesses correctly, I lose a ton of life and am stuck blocking, whereas when I guess correctly, I get peanuts for damage and an item which may or may not be ass on the screen. What am I missing?

Posted

When the item you just summoned isn't an ass, it can help you get in. And getting in with Faust is good. Faust isn't all about keeping himself away; his mixups are strong too.

Also you have some other tools to steal your opponent's momentum. Bomb bag is still good post-nerf (you just have to spend 25% tension on yrc). Heck, you can even yrc the item summon to make it safer. A careful usage of FDC j.2K to keep you airborne longer also helps (his j.D is stupid good against a grounded opponent).

Posted

Faust bros.- I have some general MU/game plan questions (as somebody who only started GG with Xrd).

 

1. What's my basic game plan against characters with 'standard' projectiles (i.e., stun edge, gun flame, etc.)? By this, I mean one of Faust's main strengths is his space control game with his normals, but it seems like you have to abandon that (on the ground at least) because getting counter-hit  by gun flame or whatever is  very dangerous. People give advice like "Faust beats Ky because Faust is a better version of Ky (at mid-range space control)"... but how does this pan out when stun edge beats every grounded move I have?

 

2. What's the way to go during the opening gambit? Obviously, this is character specific, but it seems like deciding to press a button the second the fight starts will work against me as very often as other character's normals at that starting range can beat Faust's consistently.

1. against a lot of projectile characters it's better to get above them and use bomb bag which is still amazing even post nerf and by no means requires a yrc to be effective, very few characters can actually cover the space above their heads effectively with projectiles, the best way to use it is usually to superjump and then optionally airdash forward and then bomb bag and then do j.h while falling (depending on current height you should use drill cancel to delay your fall, preferably to a point where j.h will combo if the bomb bag hits but without faust himself getting hit by the explosion) the bomb bag should cover the ground and the j.h will cover the air. At this point you have landed on the ground and you're at faust's preferred neutral range often with frame advantage or even a knockdown from the bomb bag. If you can get directly above them you should use drill cancel j.d this is extremely hard for most characters to anti-air because of the disconnected hitbox and large amount of active frames and because of the drill cancel the move has finished it's startup before you really start to drop, drill cancelling x amount of times to change the timing of your decent makes a faust directly above your head very difficult to deal with and due to faust's high super jump and long air dash it's a fairly easy situation to force in neutral. Crouch walk item throw is also super useful where possible as stated above.

2.

 

2p - is probably the second best opening move in the game, the ONLY move that can hit starting distance range faster than it is venom's 2s and on top of that 2p has very little whiff time, it's only real weakness is that it can only really lead into item throw and frame traps. using 2p as a start most characters are forced to go towards counter pokes or just backing off, if they back off you can get an item out, counter pokes that beat your 2p will usually be their 2p or 2k which even on counterhit they are unlikely to be able to achieve anything off of so in most match-ups you shouldn't really feel the need to be afraid of this.

 

Low j.2k - this won't really beat anything on startup but it will beat (and usually counterhit) most lows (including venom 2s) and most counter pokes and will lead into f.s > item throw on hit or block. 

 

5k - makes for a fantastic counter poke in a lot of match-ups, mainly anyone whose fastest normal that reaches round start distance is standing (for a LOT of characters this is a 9 frame f.s which 5k is perfect against) the main advantage of this a knockdown into oki on counter-hit which is pretty much the highest reward you can expect from an opening gambit also it whiffs pretty fast and won't get tagged by low counter-pokes.

 

High j.2k - can be useful the idea being the same as a low j.2k but you get high enough to go over most standing pokes so as to lower the risk, you'll usually have to cancel the j.2k into gmw to stay at advantage.

 

5d - will invincible through but usually not punish a lot of round start pokes, has it's uses but it'll get blocked or os'ed when the opponent is used to it. This may or may not reach round start distance depending on how wide the other character is.

 

5p - is a solid counter-poke it's fast, not much more to say about it than that.

 

Super-jump back bomb bag and then falling j.h - is a good way to create space at the start of a round and would require a very specific read on the opponents part to call-out. Just remember if they are able to run under the bomb bag then you won't have meter to drill cancel.

 

Dash forward 5k/6p/2k - if you expect the opponent is going to jump these are useful, use whichever anti-air is right for the match-up and remember that if they jump neutral or back at round start then they won't have meter to FD.

 

Backdash f.s - it's an option, hella slow wouldn't really advise it.

 

2h - is a very specific counter to their low counter poke, only really useful if you counter-hit into scalpel-pull, high risk high reward, not really worth the risk.

 

6h - how scared is your opponent, how bad are their reactions, it's a counter counter-poke like 2h but it's too slow to actually punish things, but I won't tell you not to go for it every now and then.

 

Block - yeah you can block but it's hard to justify with a round start game this good.

2p and low j.2k cover most of the options your opponent has and make for what is almost definitely the most powerful opening game of the entire cast. Remember that you are faust and at the end of the day neutral is usually a good place for an exchange to end, all the more so if you managed to get an item out of it.

 

 

Another match-up question that's not character specific: almost every character has a move to challenge f.S if they know when you're going to do it (6P seems very common). Given this, it seems like it can devolve into a guessing game where:

1) They do 6P or something else with the goal of beating my f.S and I do 2HS and get some damage plus an item toss.

2) They do an IAD  or some else to circumvent 2HS and I do f.S to stuff it.

If I guess right in either guess, I get the damage off the hit plus an item toss (or if I want to take the risk, I can go for pogo or rerere for the CH combo). If they guess right, they get in, do a lot of damage, and stay in. What am I missing in terms of risk/reward that makes Faust so strong?

 

Let me give a more concrete example:

Slayer 6P at a reasonable distance beats every button I have on the ground that's not 2HS. If I successfully 2HS him, I get a bit of damage and an item on screen or I can take a gamble and go for 2HS into rerere instead. If he thinks I'll 2HS, he can IAD in and hit me for free. If I did f.S or wait and do 5K or something, I can stuff the IAD approach though. Either way, it seems like when he guesses correctly, I lose a ton of life and am stuck blocking, whereas when I guess correctly, I get peanuts for damage and an item which may or may not be ass on the screen. What am I missing?

 

 

if they start doing stuff like 6p at range in neutral just wait and whiff punish with f.s, there is no need for you to make commitments like 2h unless you want to and if you do want to then consider cancelling into scalpel pull since you are counter-hit fishing. f.s shouldn't be you're answer to IAD, that's what 5k and to a lesser extent drill cancel j.h are for, 5k controls that space better than any other move in the game and whiffs fairly quickly. If you have space you can do raw item throw (it's only 23 frames total), this forces them to play more aggressively rather than sitting there fishing for counter-pokes.

Honestly f.s is one of faust's higher commitment moves and given how much people talk,complain,etc. about it, it is very easy to over-value it. As faust you have a lot of options for that range like super/normal jump bomb bag, dash 2p, item throw, drill cancel j.h, dash 2k (fantastic for throwing out as an active hitbox for moves to run into and surprisingly little actual recovery) and you need to vary them, even moving in is beneficial, faust only really starts being a bad character in neutral at ranges where his fastest normal being 6 frames becomes an issue. If you're opponent is calling f.s out like this more than once every now and then that means you're being too predictable, don't let them reduce fausts vast array of neutral options down to 2 because you're auto-piloting with f.s.

Posted

Thanks to you both for all the advice. I think my mistake was that I tend to try and understand a character (at first, at least) in terms of one main/dominant tool. As good as f.S is, it is not the be-all end-all and I think I've been overusing it and ignoring other important Faust tools.

Posted

I honestly never found why people love complaining about it. Its ease-of-punish is extremely painful against millia/slayer/chipp, and it's way slower startup than it was in +R. I'll give you, the recovery and range are much better though.

 

Also, I should probably update the wiki again for the newer version. What do you like/dislike about where it is currently?

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