SoWL Posted August 11, 2015 Posted August 11, 2015 Can I get some thoughts on 5D YRC? I had some people telling me that I should incorporate it more in my gameplay, but I'm just not sure if its invuls are enough to go through things like Ky's meaties. I understand that having a DP that can actually be YRCd is great, but how liberal should I be with it?
www.keeponrock.in Posted August 11, 2015 Posted August 11, 2015 Can I get some thoughts on 5D YRC? I had some people telling me that I should incorporate it more in my gameplay, but I'm just not sure if its invuls are enough to go through things like Ky's meaties. I understand that having a DP that can actually be YRCd is great, but how liberal should I be with it?It's very easy for Ky to change the timing of his meatie to make it so that he'll hit dust YRC out of YRC startup. That being said, if you make him change the timing of his meatie, he'll be susceptible to wake up kanchou!If you're going to use 5D YRC, try to come up with specific situations for its use rather than just throwing it out there. You can force Ramlethal to change the timing of her 2kpp/2kpk string, since it goes through both if there are no delays, you can use it to get out of some frame-trap type stuff like some parts of Leo and Slayer pressure.
Lynxfort Posted August 14, 2015 Posted August 14, 2015 Just knew that Faust's items here in general increase RISC/Guard meter on block unlike ACR+ "with exception the meteor "..it's good thing cuz I thought that Xrd items are worse than +R in every aspect.
www.keeponrock.in Posted August 14, 2015 Posted August 14, 2015 Just knew that Faust's items here in general increase RISC/Guard meter on block unlike ACR+ "with exception the meteor "..it's good thing cuz I thought that Xrd items are worse than +R in every aspect.Haha yeah while I do miss mini-robo ky, mini-potemkin and dustpans (And even +R coin) some of the new items are really interesting and ridiculous too, like miraculously placed platforms and the 100-ton weight.
Krackatoa Posted August 16, 2015 Posted August 16, 2015 (edited) Can I get some thoughts on 5D YRC? I had some people telling me that I should incorporate it more in my gameplay, but I'm just not sure if its invuls are enough to go through things like Ky's meaties. I understand that having a DP that can actually be YRCd is great, but how liberal should I be with it?The invuln window is QUITE large, so if you know the opponent is going to throw out single-hitting moves that don't have a huge amount of active frames, you can use it to squeeze through the hits of certain meaty normals. Check the frame data on each character's meaty options to see what it works best against. Moves with 3-4 active frames can be Dust YRC'd through no problem.Think about using it if players are using oki options with less active frames, but watch out, as Dust YRC can still be option-selected against if certain characters buffer light attacks against it correctly.Things to Dust YRC against:Slayer's Helter Skelter (Anti-air or Airthrow after)All Milia's Roll options. (Just do it)Everyone's DP (Swag, leads to full punish)Potemkin's SlideheadRam's target combos (?)Elphelt's Gunshot (What is this The Mask?)People who go for meaty P/K into S/H confirms and aren't OSing against it (Especially safe if they're outside of throw range).Axl's YES! UnblockableYour 100-Ton WeightYour own BombYour opponent's Bomb Edited August 16, 2015 by Krackatoa
Ando Posted August 17, 2015 Posted August 17, 2015 You can get through Leo overhead pretty well and if it doesn't work the time stop allows you to attempt to guage what's going on if he doesn't, it's pretty helpful.Any time Elphelt does whatever her slide normal is in a blockstring you can bat that more or less for free also, it's definitely a good tool.
Lynxfort Posted August 18, 2015 Posted August 18, 2015 after 1:47 what did he YRC before jK ??https://www.youtube.com/watch?v=ccfWIGwmy9Q
www.keeponrock.in Posted August 18, 2015 Posted August 18, 2015 after 1:47 what did he YRC before jK ??https://www.youtube.com/watch?v=ccfWIGwmy9QBackdash.
Lynxfort Posted August 25, 2015 Posted August 25, 2015 I see players finishing combo that ends with 2D by throwing items immediately..is something wrong if i jump canceled 2D to 9 then do instant air 2K THEN THROW ITEM ..?? cuz if it was Hammer/Weight it will whiff after cancelling 2D with 236P..
Lynxfort Posted August 30, 2015 Posted August 30, 2015 No answer ??!! if my question need a better explanation plz tell me to edit it.. Sorry for my bad English..
Naka Posted September 1, 2015 Posted September 1, 2015 I see players finishing combo that ends with 2D by throwing items immediately..is something wrong if i jump canceled 2D to 9 then do instant air 2K THEN THROW ITEM ..?? cuz if it was Hammer/Weight it will whiff after cancelling 2D with 236P..You can hold P to delay item and adjust the range of item's landing. Do it perfectly a hammer become a projectile meaty. There you have it, the reason why.
Lynxfort Posted September 20, 2015 Posted September 20, 2015 What is the most useful trick or combos after bomb??..especially after knockdown..??
Naka Posted September 22, 2015 Posted September 22, 2015 Most tricky is back dash yrc shenanigans then it depends on your position, either into door in corner or evade / block bomb into air combo.
www.keeponrock.in Posted September 22, 2015 Posted September 22, 2015 Sometimes you can do something like this if you see a bomb after knockdown: [0:06:32] Evo 2015 - GG Xrd Loser's Final: Woshige vs ODG | NageExperiment with the timing. Some ways you can change up the timing are:-Use 2K before your instant-overhead to stall for time-Use fdc JPK then jump at the last moment if you don't have enough time-Do f.S after J2K instead of 5P so your recovery is outside of bomb range
Lynxfort Posted October 5, 2015 Posted October 5, 2015 (edited) Are Wall throw RC combos are useless or not worth doing?? "outside match ender of course" cuz i don't see it often.A basic combo VS leoThrow.RC.6H.236S.PX2.GMW 138 Damage Edited October 5, 2015 by Lynxfort
The__fool Posted October 6, 2015 Posted October 6, 2015 Although the damage is nice, the combos only work on certain characters(iirc anyway) and corner throw usually provides us with good enough oki. They're not bad, it's just the resources can be used for other things. They are good to close out a match though.
zissou Posted November 30, 2015 Posted November 30, 2015 Is there going to be any reason to do up dust over side in revelator?
Ando Posted December 1, 2015 Posted December 1, 2015 One gives a knockdown the other doesn't, so almost certainly no
PANDEMlC Posted December 11, 2015 Posted December 11, 2015 Hey guys I just started playing GG and am learning Faust. Was wondering what are some go to block pressure strings, setups? I see Nage uses 2K a lot and cancels into various things like jc j2k, 5hs, pogo, 5p/2p, etc. I'm curious about block pressure, what are some of the most common block pressure strings you guys use? Would love to know how to keep pressure up. Also what is the logic behind 6 HS? It's an overhead but it's slow and unsafe right? Does it grant massive ch combos? Otherwise it seems really risky but I see nage do it every now and then. Also his "command grab", any obvious setup for that or block pressure into it? Just trying to grasp my head around his pressure and his offensive options. Thanks!
SoWL Posted December 12, 2015 Posted December 12, 2015 I'm no Nage, but this is what I do for my pressure. Obviously, 2K is the best normal to establish pressure after a knockdown. 2K link 2P 2S 2HS is both a fine combo that you can use if they're mashing (scoring another knockdown with GMW ender) and a safe blockstring that puts you at a good distance to give you a safe item throw (which you use to re-apply the pressure in the best case). I don't think it's optimal, but the fact that you can use a combo as a blockstring is invaluable for a new player, especially since it's long enough for you to react to your opponent's behavior. It just allows you to think about the things that are more important at that level. Oh, and you can use 2D instead of 2HS: it's less rewarding on hit, but leaves you closer to your opponent on block. Re-applying the pressure is one of Faust's notable weaknesses, but then again, not that many characters can pressure you freely for days: the gaps are always going to be there. Faust can cover those with items, but if you get a bad one, you can at least feel confident back in the neutral game - you're playing as the king of neutral, after all. Or hey, you can just dash back in if they already respect you. As for the mix-ups, FDC and Mettagiri are your main tools, both being perfectly usable after a blocked 2K. You can 2K dash Metta, you can 2K j.2K Metta, you can 2K FDC 2P - there are loads of stuff you can do at that point. 6HS is still an option, but like any mix-up tool, it shouldn't be used predictably. It might be slow, but it can be used from a safe distance - or catch them off-guard when they only expect an overhead after FDC. 5P 6HS is a hilariously effective string, but, again, don't overdo it. Now, there is also 5D, but I don't have a lot of experience with it, so I'll leave it for someone else to elaborate on.
ashxu Posted December 19, 2015 Posted December 19, 2015 Does Faust's 6P beat Slayer's Dandy Step clean? (His back swing blow thing) Saw it in a video where Nage just does it and beats him out. Unsure if it was a fluke or if it just beats it out completely.
Lynxfort Posted December 19, 2015 Posted December 19, 2015 Quote Does Faust's 6P beat Slayer's Dandy Step clean? (His back swing blow thing) Saw it in a video where Nage just does it and beats him out. Unsure if it was a fluke or if it just beats it out completely. Put slayer as dummy then record anything you want to test..
ashxu Posted December 20, 2015 Posted December 20, 2015 22 hours ago, Lynxfort said: Put slayer as dummy then record anything you want to test.. Looks like it doesn't. Played more vs Slayer games and it seems f.S and 5H are more reliable. When you have a bomb on the field, what do you do? On the wiki it says you should try to meet them in the air with j.H but it seems like most people will back off until the bomb explodes. Do you just let them do that or should you start pressure? (While not trying to get blown up yourself)
SoWL Posted December 20, 2015 Posted December 20, 2015 That's actually what I'm thinking after today's meet-up: you can't really pressure them without the risc of eating the explosion, and they don't really want to come at you for about the same reasons. My gut tells me that the best option is to run in and throw them, avoiding the explosion, but they might get the same idea, and that opens a whole different can of worms.
Ando Posted December 22, 2015 Posted December 22, 2015 On 20/12/2015 at 0:42 AM, ashxu said: Looks like it doesn't. Played more vs Slayer games and it seems f.S and 5H are more reliable. When you have a bomb on the field, what do you do? On the wiki it says you should try to meet them in the air with j.H but it seems like most people will back off until the bomb explodes. Do you just let them do that or should you start pressure? (While not trying to get blown up yourself) If they're content on staying on the ground you can try find an angle to get them to block bomb bag and then you get free pressure.
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