SoWL Posted February 14, 2015 Posted February 14, 2015 Why f.S Because it takes physical effort to NOT hit that button at every possible opportunity.
Krakhan Posted February 15, 2015 Posted February 15, 2015 Faust will be fine in 1.10. It's just that he won't get as much easy damage from basic bnbs anymore. I also agree you'll just have to play a better zoning and neutral game to compensate, which he already excels at anyways. Compared to the changes Faust got from something like XX to #R, these changes are pretty tame.
Wirya Posted February 16, 2015 Author Posted February 16, 2015 On the other hand, we got better pogo stance moves. Yay?
MD_Spriggs Posted February 16, 2015 Posted February 16, 2015 I overreacted thinking long term. Thinking about if is neutral overall has not changed I'm cool.
Natsu Posted February 17, 2015 Posted February 17, 2015 What's Faust's best tool for breaking opponent pressure? So far I've been using these: fS Item 2H [ on very specific situations] 2P 2H RERERE sometimes Currently I'm in situation that I'm beaten most of the time in the corners because of my lack of ability to overcome opponent's pressure I play mainly against Ky and Sol, Bedman
Kimboslash Posted February 17, 2015 Posted February 17, 2015 Same for me, What can faust do against 2D>gunflamme/fafnir..
SoWL Posted February 17, 2015 Posted February 17, 2015 I believe you should be saving your tension exactly for cases like that. Dead Angle is amazing (and no one ever expects it for some reason), and Blitz Shield is going to be pretty good against Gun Flame oki in 1.10. Otherwise, it's pretty much the same as for every other character: block smartly, look out for holes in pressure, punish them with the fastest poke (5P) or throw.
www.keeponrock.in Posted February 17, 2015 Posted February 17, 2015 (edited) On Faust's defense Mashing: P is Faust's fastest normal. It has 6F of start-up, which is 1F slower than the average 5F and it is also vulnerable to being low profiled. 2P is slightly slower at 7F of start-up, but it will low profile some moves, so it's good to consider. 4H option select. Throws if the opponent is close enough and if not, H is okay at hitting people in the air if the opponent is trying to go for a sloppy mix-up. 6P+H option select. Throws if the opponent is close enough and if not, 6P's upper body invincibility may come in handy. Gets baited if the opponent jumps towards and past the 6P hitbox. K is sometimes good to go for if the opponent tries to reset pressure and none of your other moves will reach. On CH it will knock the opponent back pretty far. On successful mash, if you hit, try to go for pogo and use D to get an item out, since going my way probably doesn't connect if you're mashing out of the corner. On block, you can try to frametrap with P>2H and go into 2H>rerere to push the opponent back further. After pushing the opponent out make sure to get ready to anti-air rather than immediately throwing an item or poking in case the opponent tries to IAD back in. Crawling: You may want to do some research specifically on common match ups to see if you can crawl under certain things for specific match-ups. For example, versus Sol: Bandit revolver and bandit bringer never hit Faust crawling. Try to react with crawl and punish. If you aren't confident with the punish timing, use 2P to punish, since it keeps you low. It's very difficult to hit crawling Faust with jumping attacks. Only JS reliably reaches low enough. General Defense: Specifically versus Ky: Ky's mix up is very limited. Be patient with mashing and try to FD to keep him out of tick throw range. Maybe learn to fuzzy jump after high blockstun moves like 6K and 6H. Watch for jump cancel off moves like Ky's 2D and 2H, and watch out for double jump to bait your 6P/K. If he's not spacing meaties properly, don't be afraid to throw him with an OS or whatever. Greed Sever recovery leaves Ky in crouching state, so you can punish it with P>2D for a knockdown. Specifically versus Sol: Do the crawling thing. IB gunflame and mash. Gunflame isn't that positive if he doesn't RC it. If he does 6H gunflame, I've seen Nage react to blocked 6H with a small run into FD stop so he can block gunflame earlier. None of Sol's moves special cancel into Fafnir, so there's probably a gap where he's doing it on you. You can try to interrupt Fafnir with 2P or something but try to recreate the situation in training mode with record/play to see what's really happening. Versus Bedman, I'm not sure too much on defense besides IB projectiles, use FD and fuzzy jump to avoid tick-throws. At neutral, abuse FDC JH, clear out deja vu symbols and don't get hit by 2H. Hopefully this helps a bit and I'm not too wrong on anything. Edit: Whoops forgot about K. Edited February 18, 2015 by keeponrockin
Kimboslash Posted February 18, 2015 Posted February 18, 2015 Thx a lot! Is it good to js jp jk k fS a gunflamme?
spec Posted February 18, 2015 Posted February 18, 2015 Thx a lot! Is it good to js jp jk k fS a gunflamme? If you're able to sneak in a jump after IBing? Sure, but I'd end the jumpin combos with Sweep rather than f.S. Or simply super jump > air dash to gtfo out of the corner.
www.keeponrock.in Posted February 19, 2015 Posted February 19, 2015 We made a Faust skype group so leave your skype ID or PM me or Spec if you want in!
Kimboslash Posted February 19, 2015 Posted February 19, 2015 Its better for le with this against sol!! the best pressing it s 2P 2s tool, 2p tool etc?
Draxamus Posted February 19, 2015 Posted February 19, 2015 I play Faust, but I was also wondering what are the best ways to beat his door? For normal door, I can think of: 1. Jumping forward and FD blocking. This seems to work against everything without having to guess (FD part only seems necessary for from above). But then there doesn't seem like there's enough time to punish , except for from above. 2. Guessing. You have enough time to punish, but if you guess wrong then you're screwed. It doesn't seem like door is something you can always just react to either. Maybe I just need to improve my reaction times, but I see pro players get hit with normal door too (although usually when there's threat of yrc). 3. Blitz shield. This seems like the best option. Easy to time and you get to punish. But you need meter. I think this is definitely good for putting an end to overuse of the door. 4. If you're also using Faust, you can do your own door right after they do theirs. Seems like a good option, but you need to be quick enough. When door yrc comes into play though, I'm a little lost as to what options are viable. Or if I just need to make a good guess. Or if I need to use the slowdown of the yrc to react. Any thoughts on this door stuff? Thanks!
spec Posted February 19, 2015 Posted February 19, 2015 The door move is rarely a threat (its not actually a mixup), as up-back + FD beats all its forms and will get you a punish on from-the-back or from-above I'm pretty sure Door YRC is completely safe unless you guess, and mash a quick normal before its 6f startup.
Draxamus Posted February 19, 2015 Posted February 19, 2015 What are the best ways to punish after you do jump FD? Not sure if I've been doing that right things.
BRD21 Posted February 20, 2015 Posted February 20, 2015 do you guys know any blockstrings for faust??
www.keeponrock.in Posted February 20, 2015 Posted February 20, 2015 Just go through Faust's gattlings and take note of these 4 things. S and 2S have very big cancel windows, so you can delay the next move a lot to catch people jumping or mashing. Use jump cancellable moves to force the opponent to block low J2Ks or instant overhead fdc JK, and use those J2Ks to frametrap with P or run back in for pressure with 2K/P. Use 2H/2D as a frametrap after P or 2P so the opponent won't mash after P or 2P. This will let you reset pressure much easier and also land you more command grabs. Once your opponent respects your frametraps, you can throw an item instead of going for a frametrap.
Kimboslash Posted February 20, 2015 Posted February 20, 2015 Just go through Faust's gattlings and take note of these 4 things.S and 2S have very big cancel windows, so you can delay the next move a lot to catch people jumping or mashing.Use jump cancellable moves to force the opponent to block low J2Ks or instant overhead fdc JK, and use those J2Ks to frametrap with P or run back in for pressure with 2K/P.Use 2H/2D as a frametrap after P or 2P so the opponent won't mash after P or 2P. This will let you reset pressure much easier and also land you more command grabs.Once your opponent respects your frametraps, you can throw an item instead of going for a frametrap. Thx good info!! When you say "instant overhead fdc JK" it´s the drill cancel?
Wirya Posted February 21, 2015 Author Posted February 21, 2015 Yeah, low drill cancel followed by a j.K.
dc1902 Posted February 25, 2015 Posted February 25, 2015 i've just picked this game up and have a couple questions about faust, how do you do fautless defense where he does a small jump and attack? another is while in the air, how do you descend down slowly using fautless defense?
Kuma Powah Posted February 25, 2015 Posted February 25, 2015 i've just picked this game up and have a couple questions about faust, how do you do fautless defense where he does a small jump and attack? another is while in the air, how do you descend down slowly using fautless defense? Whilst in the air, j.1k followed by another attack button other than dust immediately after, whilst holding the direction still. This is covered in his trials and many other places with a quick search in better detail, as it hasn't changed since the older versions of Guilty Gear.
Coffeeling Posted February 26, 2015 Posted February 26, 2015 What Kuma said. Note that to get the cancel done right, you should wait a little instead of trying to input it as fast as possible (there's a height restriction on the drill). Try to get the drill cancel timing right first, and then try doing drill cancel j.K (for a quick overhead you can combo from) and drill cancel j.H (for a disgusting antiair/space control tool)
currentlemon Posted March 4, 2015 Posted March 4, 2015 I am not meeting any good Faust players online, so in order to learn the match-up, I'll just learn the character. When I was playing around with him in training and challenge mode, I saw the j.2k to faultless defense option select. I can see great uses for it, but it will take some time for me to get used to. By the way, what makes Faust so good in Xrd? I know he has a good neutral game, but there is more to Faust that just that.
www.keeponrock.in Posted March 4, 2015 Posted March 4, 2015 Faust has high damage off counter hits, is great at building R.I.S.C. gauge and also has deceptively strong pressure.
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