Kimboslash Posted May 13, 2015 Posted May 13, 2015 AllWays hard time against sol.. I dont know how pressing sol.. And wich anti air?
Naka Posted May 13, 2015 Posted May 13, 2015 Your best bet is 6P which can beat most of Sol air to ground options with good timing. On the ground look out for his 6P and 2D. When pressing Sol, keep throwing item and use f.S + 2H to poke when item cover the blind spot. Also use 5K as a jump check, as Sol tend to jump out of pressing a lot. Watch out and bait his Volcanic Viper for juicy punishing combo.
Wirya Posted May 14, 2015 Author Posted May 14, 2015 If you can, safe some tension for blitz or dead angle. At mid-range, don't try to out-poke Sol too much (by spamming f.S, for example), since his Grand Viper can ruin your day. Throw out some low normals (2P is a great choice) to make him think twice before doing it. Forward crawl can put an end to Sol's pressures, as he tends to end his ground blockstrings with IAD or bandit revolver. But watch out for wild throw, though. A smart use of instant block into 6P can also help you.
Coffeeling Posted May 14, 2015 Posted May 14, 2015 6P xx item toss has the same frame count as 6P only, so I don't see why you wouldn't throw an item if you can do it fast.
Lynxfort Posted May 19, 2015 Posted May 19, 2015 Like some other characters in 1.04 ..does faust has a "hidden" buffs not mentioned in 2nd location test changes or nerfes that removed fro the same change list ?? and how can be certain about increased start up for far standing S ??
Wirya Posted May 19, 2015 Author Posted May 19, 2015 I'm pretty amazed by how perfectly fine Faust is post-patch. Bom bag nerf isn't bad at all (yeah, yrc isn't needed), you can mostly ignore the overall damage nerf, and f.S is still annoying, lol. Haven't played with the improved FDC j.2K yet, but overall my impression has been pretty good.
Krakhan Posted May 20, 2015 Posted May 20, 2015 Faust is indeed still fine and good. the 214H nerfs seem really sad at first glance, but in practice it still works out fine. You can still combo from it, and for the most part is still a good scary thing to use as part of his close up pressure and mixup game. If you want damage now, you'll just have to earn it, and also change some of your combos a bit to use doctor copter as a finisher. No real hidden buffs that I could find though that weren't mentioned in the previous patch notes for the location tests. I'm so happy about that the j.2K being able to do it so low for a fast drill cancel like in the XX series.
Wirya Posted May 20, 2015 Author Posted May 20, 2015 Yeah, XX style surprise overhead j.K is pretty sick. And even with added recovery on bomb bag (which at first glance isn't trivial at all, since they didn't add just 1 or 2 frames, lol), the move is still useful and essential. Wow, I mean... we had been throwing out a broken exploding projectile since XX and we didn't even realize it was broken (how could it not be if it's still pretty fine post-nerf?). lol!
Krakhan Posted May 20, 2015 Posted May 20, 2015 The unblockable setup with bomb bag and metagiri on oki still seem to work as well, but requires more precise timing. Not that I've seen many people use that set up much, but it's still an option at least.
spec Posted May 21, 2015 Posted May 21, 2015 Something I don't quite fully understand with the update is how its possible to now block metagiri after the first hit. How does this occur? my understanding is the move activates if the first hit will connect (they are in a throwable state) so then the next hits should subsequently combo. What is happening such that the move activates and they are able to block after?
indie_animator Posted May 21, 2015 Posted May 21, 2015 Faust is indeed still fine and good. the 214H nerfs seem really sad at first glance, but in practice it still works out fine. You can still combo from it, and for the most part is still a good scary thing to use as part of his close up pressure and mixup game. If you want damage now, you'll just have to earn it, and also change some of your combos a bit to use doctor copter as a finisher. No real hidden buffs that I could find though that weren't mentioned in the previous patch notes for the location tests. I'm so happy about that the j.2K being able to do it so low for a fast drill cancel like in the XX series. How do you manage to land a 214 H in a typical match, and how do you combo from it? It's a move I don't seem to find a way of using much. I've never found a use for doctor copter. How do you use it as a combo finisher? How do you do a fast low drill cancel and what do you do after the cancel? New point: what's the best RCs to do? I know the throw, RC, dash S, 2S, air combo, but maybe the other is air combo, end w/jHS RC jS jHS? Trying to improve, so thanks for any info!
Wirya Posted May 21, 2015 Author Posted May 21, 2015 After the game decides that metagiri connects (the "grab" part), there seems to be one or two frames before the actual spinning slash hits. The delay wouldn't exist if metagiri was a true command grab (but of course it's not a true grab, or else you wouldn't be able to burst out of it). It's rather like Kasumi Todo's grab from KOF series, lol.
Wirya Posted May 21, 2015 Author Posted May 21, 2015 How do you manage to land a 214 H in a typical match, and how do you combo from it? It's a move I don't seem to find a way of using much. I've never found a use for doctor copter. How do you use it as a combo finisher? How do you do a fast low drill cancel and what do you do after the cancel? New point: what's the best RCs to do? I know the throw, RC, dash S, 2S, air combo, but maybe the other is air combo, end w/jHS RC jS jHS? Trying to improve, so thanks for any info!You land 214H as a part of your mixup game (preferably after you throw out an item). To do a fast low drill cancel, just jump and immediately do FDC j.2K followed by j.K. So you need to press 2 K's quickly in a row (hold 1, slide from K to P and immediately press K again). Faust doesn't usually need RRC (yrc benefits him more). One good RRC combo is: (any lv.2+ ground normal) -> RRC, 41236K.
Wirya Posted May 21, 2015 Author Posted May 21, 2015 (edited) Nevermind Edited May 21, 2015 by Wirya Double post
Lynxfort Posted May 21, 2015 Posted May 21, 2015 Whooh the 6H nerf seem so harsh..i did on cornered sol : 1- 6H.236S.P.H raw damage is 152 at full RISC it's 177.. .then i did 2- 2K"3" .236S.P.H raw damage is 103 but in full RISC IT"S 181 !!!!!!! Something I don't quite fully understand with the update is how its possible to now block metagiri after the first hit. How does this occur? my understanding is the move activates if the first hit will connect (they are in a throwable state) so then the next hits should subsequently combo. What is happening such that the move activates and they are able to block after? cuz it's not a 100% throw.. I see it as an unblock-able attack in first hit only " this first hit whiff in jumping opp BTW" it's mean.they can blitz shied it" but Axl cannot reverse it"..they can burst even when it connect..if you threw meteor then did metagiri it will combo..if bomb exploded near you opp both will be catch in the explode.. To see air blocked metagiri try this in training mode "Done on Sol" record dummy doing back dash then immediately do jumping back FD..make him at corner then replay it.. try to do metagiri on him after the back dash before he jumps..if done correctly you will see him air block metagiri.. How do you manage to land a 214 H in a typical match, and how do you combo from it? It's a move I don't seem to find a way of using much. As i said it's 214H "AKA metagiri" an unblockable attack you can use it like throw.. it has more damage than normal throw especially near wall where you can start combo with 5P or 5K after it also you in + frame more than normal throw so you can have better or easir air bag oki "j236P" I've never found a use for doctor copter. How do you use it as a combo finisher? You know combos that ends with Pogo's H "GMW" like the one i wrote above right ?? ok..near wall you can do combo "1" with replacing pogo's "P.H" with "8.9" ( Doctor Copter) now you have more damage "179" but you will lose the chance for oki.. New point: what's the best RCs to do? I know the throw, RC, dash S, 2S, air combo, but maybe the other is air combo, end w/jHS RC jS jHS? Far S RC 41236K i think it's the most useful ...some times try to RC 214S "From Above" then start combo with 5S or 5K.. Trying to improve, so thanks for any info! 1-Read the wikihttp://www.dustloop.com/wiki/index.php?title=Faust_%28GGXRD%29 2- Watch top japanese players like "Nage"https://www.youtube.com/watch?v=dWMS9aZy2NI Try Goldenrody channelhttps://www.youtube.com/user/Goldenrody/search?query=Nage
Lynxfort Posted May 21, 2015 Posted May 21, 2015 The combos i post it"1 and 2" may be outdated in 1.1 in term of usefulness..so sorry about that..
indie_animator Posted May 21, 2015 Posted May 21, 2015 The combos i post it"1 and 2" may be outdated in 1.1 in term of usefulness..so sorry about that.. That's OK, thanks for all the info on those specifics. I read the wiki when it was first posted, but it's good to reread. I've watched a lot of Nage on YouTube but can always look at the most recent vids.
www.keeponrock.in Posted May 21, 2015 Posted May 21, 2015 How do you manage to land a 214 H in a typical match, and how do you combo from it? It's a move I don't seem to find a way of using much. Remember, 214H acts basically like a throw, so you use it like a throw. A strong frametrap game is supplemented by a strong throw game! Here are some good places to use 214H: -raw 214H -2P/P, 214H -2K>whiff J2K, 214H The more 214H you use, the more likely the enemy will randomly get hit by these things: -2P/P -2P/P>2H/2D -2K If you overuse it and the opponent starts mashing out on you, do more frametraps. If the opponent starts jumping, chase them with JH or try to air throw them (or both at the same time).
Lynxfort Posted May 23, 2015 Posted May 23, 2015 If you overuse it and the opponent starts mashing out on you, do more frametraps. If the opponent starts jumping, chase them with JH or try to air throw them (or both at the same time). Especially 2P.2H then 41236K etc for damage / Tension gain or the pogo combo if you close enough for oki.. ... Guys.. really.. I couldn't Understand of Where i can use these buffs : 1- "214S" YRC Air dash cancel" ..i thought with Bomb and Meteor if it timed correctly i can cross theme up but couldn't mannage to do it effect-fully.. easy to read.. 2- Door's sliding down on counter" I know that from Front "214P" pushes opp to wall and near wall .. From Behind "214K" on corner can combo to 2H or 6H.. but what situation the i could score Counter hit with both moves ?? 3- Invincibility of Pogo's Charged K .. i feel it's nominal ..
Wirya Posted May 23, 2015 Author Posted May 23, 2015 Being so high in the air is never a bad thing for Faust, so one more reliable option (214S) to get into that position might be nice. But I agree that the buff to 214K and 214P is kinda meh, lol.
Lynxfort Posted May 24, 2015 Posted May 24, 2015 An oki that nage attempted to do on leo but he did the burst after the second hit"6H" in op1:.. so i try to figure what he wanted to do.. It starts with (214H in corner .. meaty j.236P"Air Bag")..then : 1.- 6H.236S.9.44.Charged Pogo's S.pogos H "GMW" "188" or 8.9 "DC"208".."leo player did the burst after 6H so op 1 and 2 is what i tried works also on Pot.." on Chipp delay the 6H and and after 236S.H or 8.9.. 2-I guessed the Low op is to do the same combo with replacing 6H by 2H after the meaty Air Bag.. I didn't do it to rest of the Cast.. from the characters i tried on "Sol..May..Elph..Axl" all can tech the 236S .
Lynxfort Posted May 25, 2015 Posted May 25, 2015 "From above" RC Air Dash mix-up ..https://youtu.be/IQo7LjWUd5Q What do you think guys??
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