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Posted

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  .

6H is reactable, so you can't rely on it to create real mixups. 6H is mostly used to catch counterpokes, not as an actual overhead. Once you fight good players, you'll start to see them block it more often than not unless you're playing online.

 

"From above" RC Air Dash mix-up ..

https://youtu.be/IQo7LjWUd5Q

What do you think guys??

 

I thought I posted this earlier (You just had to superjump install in the previous version). The problem is in practice it doesn't work so well on a moving opponent. It loses most of it's ambiguity unless your opponent is standing still.

 

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Posted

So for OH options you should be using air normals and 5D?  I mean I don't see 5D being much better for an OH since it's 5D and all.

 

For mix-up, you hit overhead with FDC JK or 6H. 5D is fairly slow, but if you use it as a reversal or while items are coming out it might work.

Posted

So for OH options you should be using air normals and 5D?  I mean I don't see 5D being much better for an OH since it's 5D and all.

 

FDC JK is now the fastest overhead in the game so you should be using that as much as possible with 2K for a real cheap 50/50.

 

6H is reactable but even good players will still get hit by it if they arn't looking out for it... good to use during pressure eg cS > 5P > 6H... same applies to 5D

Posted

No offense, but 5P>6H work well as an overhead in US scene (we even make a joke about it with the name "American unblock"). For the real overhead, use FDC j.K.

From my own experience, the timing for FDC j.K should be done right ATM you will use 2K for low hit, not sooner (so the actual hit connect at the same time). Good players will be caught off guard because of this timing. Mostly use with an item meaty also, otherwise most 6P beat your j.K if they somehow try to do it.

The real hard part is confirming the j.K. If you hit, you can go for JC .2K for juicy combo. But if they block, you must stop. They will instant block the drill and throw you right after that. Even doing Going my way after drill won't be safe, you lose again 6P again, and by normal reaction too since Going my way start kinda slow.

Edit: fastest possible overhead in game is TK Bad Moon though.

Posted

Honestly, 5D is pretty horrid as an overhead. That spin is a dead giveaway, so I'd only use it for the invuln frames. 6H is better for the range and animation, and besides, you get better pressure options if it's blocked. It's a lot harder, but I agree with the others, FDC j.K is the best choice if you are close enough to it, and you can be clever with it once they start respecting it with empty FDC low/mettakiri, full jump bag to beat anti-airs, etc

Posted

No offense, but 5P>6H work well as an overhead in US scene (we even make a joke about it with the name "American unblock"). For the real overhead, use FDC j.K.

From my own experience, the timing for FDC j.K should be done right ATM you will use 2K for low hit, not sooner (so the actual hit connect at the same time). Good players will be caught off guard because of this timing. Mostly use with an item meaty also, otherwise most 6P beat your j.K if they somehow try to do it.

The real hard part is confirming the j.K. If you hit, you can go for JC .2K for juicy combo. But if they block, you must stop. They will instant block the drill and throw you right after that. Even doing Going my way after drill won't be safe, you lose again 6P again, and by normal reaction too since Going my way start kinda slow.

Edit: fastest possible overhead in game is TK Bad Moon though.

5P>6H is a great frame trap in some matchups, which is what 6H is actually used for. And you can YRC on reaction to their response to keep pressure. When you're fighting someone good, and they know you don't have FDC j.K in your arsenal, they will always be ready for 6H unless they fall into it (Off screen 6H is god).

 

For FDC j.K, you want to make use of, as you said, connecting where you'd land the first hit of 2K.

 

2K(1) jc FDC jK is the other good spot. With item cover, this is a very scary option, as attention is divided.

 

YRC in their face and FDC jK over counterpokes.

 

On block, I will burn meter on Drill RC to keep pressure. Fall and go low, or airdash forward into jK,jD

 

Fastest possible overhead in the game is any fuzzy guard setup involving a j.P or j.K... technically, since I think they have a quicker startup than Bad Moon.

Posted

FDC j.K...is that FDing an airdash or just a drillcancel? Somewhat new to Faust so IDK.

Cancelling j.2K with faultless defense, and immediately doing j.K afterward.
Posted

FDC j.k was 13f overhead back in AC if ircc. Tk yzn was 9f. But i think those 2 were the fastest ones.

Not sure how fast haircar frc j.k was, but you cant react on that either.

 

I guess the fdc j.k is fastest overhead in xrd unless someone else have jumping attack where he gets to combo without meter (think sins attack is slower)

Posted

I feel that 2K has smaller hurtbox than +R.. as example record leo and make him do  air dash jK"Large hitbox ..lot of active frames"..replay and try to anti-air it with 5K or 6P..with me most of the time we trade hits ..but try to do 2K.. at least it clash most of the time then he hit be second hit"

  • 2 weeks later...
Posted

Why do you need a drill cancel when you can just jump and FD?

  • 2 weeks later...
Posted

1. That random YRC is either a failed attemp (finger cramp?) of dash break or just want to slow down the game a bit so he can analyze the situation.

2. It's an attemp to counter Venom's Stinger Aim (maybe because of how Venom sits for 30-ish frames). He predicted it but failed. IAD to counter Stinger Aim, Gun Flame or Stun Edge was tricky to pull to begin with, now they have YRC to back it up, it's mostly a risky way of playing. If it successes then will be a highlight moment, don't do it if you are unsure though.

Posted

What are some good frametraps? I seem to get mashed out of a lot of my pressure. I also need to work on using sweep more, when would you guys recommend throwing it out?

Posted

i'm having some trouble canceling j.k, double jumping and doing 2k right afterwards.

Only training a lot can solve this problem. Don't do it too fast j2k will whiff or too slow it won't combo. Other than that just train a lot. My friends don't play Faust because they can't seem to do this, i can because i suffered from huge amount of lost, all because i try doing this infamous overhead combo in my casual matches.

 

^Some frametraps that many Faust players do but don't even know it is sometimes:

5P>6HS (yes it's not only for overhead)

5P>mini dash >5P this actually works many times in a match if the other person doesn't respect your +5 attack

2P>2HS this rarely works, but it's safe, in the case it does work, 2HS(counter hit probably) > scapel pull

 

2K>low j.2K that hit. This mix with j.2K whiff into mettakiri.

 

(f).S> Scapel pull this will counter any attemp to jump after blocking (f).S without "1f jump(I know the name is wrong)"

These are the most use that I know of, other playeys may know something else.

 

Faust is not really strong in frametrap department eh? But don't worry you have other tools that work on the same basis (traping opponent into cheesy abare and punish it). These only work well in corner:

 

Blockstring (mostly 2k 1-3 hit) > (super) jump cancel into the air let people think they can use 6P/any normal anti-air to beat you > FDC to delay the landing > Love.

 

Blockstring > Jump back j.2K beat many air to air attemp of people who try to jump out of the corner with normal jump attack. Time well, this beat Millia's j.k, j.hs, Sol's j.p and many many more.

 

If you are winning in mental battle and you are playing against people with uppercut (Except Sin, this won't end well)

 

Blockstring > jump cancel in to FDC > block all uppercut or reversal OD when they try to mash out, if they sit still, you can proceed with more blockstring or mix into metakiri.

 

Throwing out an item before your corner game is always a plus. Mini Faust/ Poison / Meteor mean more mix up. Jump pad and 100 ton thinggy mean unblock combo. Bomb mean you get to reset your block string with superjump Love.  Hammer is the best jump check ever. Blackhole / Oil mean they won't get out until you mess up or these items run out. 

Good luck with your Faust's gameplay ^-^

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