VR-Raiden Posted December 10, 2014 Posted December 10, 2014 Use this thread to discuss the Faust matchup.If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.This post will be updated to collect useful info over time. Round Start:To deal with his round start 2P you can walk back to make it whiff then use that frame advantage to move in or attack. Neutral:5P, 6P, and SVV can counter his f.S in anticipation.HSVV is a very strong way of discouraging him from abusing j.2K, it will typically 1 hit CH him out of it.GF use at neutral is important to discourage him from pressing buttons all day to keep you out. Work around using GF and punishing his attempts to either hit you out if it or avoid it. Offense:Wake-up timing: 25f face up (standard), 29f face down (very slow).j.K will whiff on his crouch block on either side.5P will whiff on his crouch block, 5K 2nd hit whiff on crouch hit.Safejump Option-Selects: OS 5K hits backdash and 5D, whether it is YRC'd or not, but is not safe to reversal Overdrive.His reversal 6P will avoid all meaty jump attacks except j.S.All deep j.S/j.D (JC) fuzzy guards fail on him. Defense/Punishes:Overheads: 6HS (25f, -35 on block but special cancellable), 5D (26f, -3 on block)After blocking his j.2K from high enough, HSVV will be a punish regardless of whether or not he delay cancels it to Going My Way.Dust: 5K on IB within range.Dead Angle Attack: 5K/f.S/2D on block. 2D can low profile, c.S can move behind at point blank, punish whiff with 5K.For reacting to door teleports, there are a few options. Jump back FD will block any option safe but not grant a punish. YRC the moment Faust reappears allows you to confirm and CH 6P any option. Dash K+HS as he reappears will CH 5K him out of front door, dash out of range or FD back door and falling attack.Hack n Slash: neutral jump > land c.S, back jump > air dash j.P/S, backdash > dash c.S.Stimulating Fists of Annihilation (236236S): dash c.S on block. Combo Notes:Fafnir, BB link is easy on him.Fafnir, IAD j.S > j.K > j.D works for far range confirms.
VR-Raiden Posted December 12, 2014 Author Posted December 12, 2014 Offense: Fuzzies off deep j.S blocked fail on Faust, he's too short. Couldn't even get fuzzy j.S. didn't try yet from a dash jump though. Combo Notes: After a Fafnir hit, f.S > 5HS fails on Faust. The 5HS whiffs, I didn't find anyone else like that yet. So no IAD conversions off farther Fafnir hits. On the plus side, BB will connect after Fafnir deep in corner mid-combo. You can add a little damage to standard corner combos by using that.
VR-Raiden Posted December 29, 2014 Author Posted December 29, 2014 Neutral: Getting in is a bitch as always. Psychic 6P or SVV will CH his f.S, 6P being less lenient timing but more rewarding. Both are bad on whiff so don't get carried away. If anything it's good to use these to discourage him from spamming f.S all day at no consequence. Oh, I should try BR against it too I bet that's funny. If I recall GV doesn't get to him fast enough to whiff punish f.S even when you go under it at realistic ranges. Need to verify. SVV countering his f.S can be RC into BB into the usual CH 6P > BB combos though so that's cool. Might as well input the RC when you go for it in case it hits. Combos: f.S > 5HS seems to have problems connecting on air hit, much like from tumbling. I believe it's possible, but he probably has to be very low on the f.S hit. Need to verify that. It's really annoying.
VR-Raiden Posted January 5, 2015 Author Posted January 5, 2015 5P can counter him out of f.S too and recovers faster than previously mentioned options, less rewarding though. He can simply crouch RS and crawl under cross-up j.K. 5K(2) whiffs on crouch hit/block. 2D > BR that doesn't reach the first hit, the BR will connect OTG so don't do it if you can tell BR will not connect. f.S > 5HS will not work on air hit, same as on tumbling. Fafnir > BB is easy on him in corner combos compared to others.
OmegaNITRO Posted January 30, 2015 Posted January 30, 2015 This is probably my most problematic matchup. Pressuring him from a distance seems too linear, as you can't BR him unless he lets you and good Fausts KNOW that. What's the best way to pin him down?
Don Blow Jon Posted January 30, 2015 Posted January 30, 2015 Sadly I've found the only way to keep him pinned down is by using GF YRC for pressure and making sure to open him up into a knockdown. Like you said, pressuring from a distance is not optimal due to his f.S. The most you can try and do meter less is slowly dash brake your way and go for frame traps up close with 5K, however this can a daunting task with godlike Faust's but it is possible. Also if you call out f.S canceled into item, you can counter hit them with Fafnir if their close enough for full corner carry and damage.
HlDEKI Posted February 6, 2015 Posted February 6, 2015 What 5D combo are you guys using in the corner against Faust? So far, this is the best I can get: D > backdash > 6HS, Bandit Bringer > Fafnir > 6P, HS, jc.D > Break > HSVV > TO [166 dmg] The problem is that the 6HS only connects after the backdash if you are point blank when hitting with 5D. Any thoughts?
HlDEKI Posted February 7, 2015 Posted February 7, 2015 There's indeed plenty of time to close the gap with a dash, thanks for the top.
VR-Raiden Posted February 15, 2015 Author Posted February 15, 2015 Looking at dealing with door teleport stuff. The safe method is forward/jump and hold FD after he disappears, with the right timing it will air FD any option, but you don't really get a punish.That's what got me looking at this option select that might be useful. If you see him disappear then 66[K+HS], you'll dash 5K him out of front door, FD/run passed a back door, and FD/run under the vertical drop depending on the timing. So with this you hit him out of front door and get a big punish on the vertical drop. For back door, it depends on spacing whether you can punish or not.You can also do 66P+HS to get CH 6P when he front doors, the timing is more strict though. 66S+HS gets c.S. 5K seems like the most reliable option though with the startup and active frames it has.
LockedAndClush Posted March 12, 2015 Posted March 12, 2015 What's the best option to deal with Rere Thrust fullscreen? Never had much luck countering it with preemptive 6P. The only way I can get around at all is either to GV on reaction (which is very risky) or jump and dash forward, which gets shut down by plenty of items. Would an on reaction VV work? Or hell, maybe even clash, a clash like this would allow for some interesting options.
Orrax Posted March 12, 2015 Posted March 12, 2015 Just block it, usually. You can also do a preemptive Gun Flame from full screen and it will trade and you'll get a knockdown, but obviously this can't be done on reaction; it's more of a full-screen neutral tool. As for things that can be done on reaction, I wouldn't rely on 6P, Grand Viper, or VV. A little more reliable option is Blitz Shield, which can help close the spacing gap.
LockedAndClush Posted March 12, 2015 Posted March 12, 2015 I hadn't thought about Blitz Shield. Seems like the smart way to go. Getting that little bit of ground in this matchup goes a long way. Thanks.
VR-Raiden Posted May 6, 2015 Author Posted May 6, 2015 Something I looked at after watching Kazunoko at FR. Against door teleports, you can also just YRC right as he reappears to confirm what he's doing. CH 6P can punish any option if he doesn't YRC himself. This is probably the Xrd matchup I feel least comfortable in right now...need way more exp. It was a while ago but Mugen did a nice combo at round start https://www.youtube.com/watch?v=jY5Q0VfTGR4&t=2m22s air 1 hit CH HSVV > Fafnir > IAD j.S > j.K > j.D |> dash j.D, falling j.K (JC) > j.D > Kudakero > ender The IAD j.S is especially helpful on him since f.S > 5HS will fail on tumble hit.
Solid Gold Wall Posted May 8, 2015 Posted May 8, 2015 matchup feels so much more bearable post-patch. 6p was already great here, but it's so much easier to take out his f.s with it than it was before. f.s > 5h on an air or tumble hit now works which is really good. doing combos on him in general just feels better all around.
VR-Raiden Posted May 8, 2015 Author Posted May 8, 2015 Updated stuff in 1st post for 1.1. I'll be doing the same for other threads. What did they do to f.S again? Slower startup?
Solid Gold Wall Posted May 8, 2015 Posted May 8, 2015 his f.s has like one frame slower startup, but the big difference is its new hurtbox. makes it really lenient on the timing for countering it. if he even tries a f.s while you've got a 6p ready, he's done for. obviously you still have to be careful of his 2h, but it's an improvement.
VR-Raiden Posted May 15, 2015 Author Posted May 15, 2015 So at round start to deal with his immediate 2P, you can walk back immediately and you have just enough time to step back and make it whiff. Walk back > it whiffs > then do something. 6HS for example can CH him for mashing something after the whiff. Punishes for his command grab/unblockable: neutral jump = land c.S jump back = airdash j.P (j.S also works, but barely, would've had to jump early) backdash = dash c.S/6P General note GF use at neutral seems really important in this match.
LockedAndClush Posted May 20, 2015 Posted May 20, 2015 Using GF in neutral got harder because of it disappearing before the 2nd pillar comes out. Still, GF YRC is, alongside dash brake, an absolute basic thing to even get a hit on Faust. I stick do down-back dash breaking to stay safe from 2HS and 2P. This also avoids 5K altogether. Stopping at the edge of Faust's f.S range makes it necessary for him to cancel into something to continue his game, and his options are vastly limited, because f.S gatlings only into 5H (which has average range) or 5D. The most obvious thing he will cancel into is an item toss, which will create an opening to approach closer and slowly shut his game down. Of course, with a little bit of (un)luck, he will throw an item that will make approaching harder, so react accordingly. If in range, our own f.S is good here, might hit him out of item startup after IB or at least force him to block. It gets dangerous when the opponent gets less predictable with his cancels and starts shifting into Rerere Thrust or pogo, both of which will punish attempts to close distance too much. Thankfully, both these moves are very slow, so there's enough time to try and get a CH f.S in on these options. I haven't tested it much, but it seems that IB of f.S is required for best results. And a little bonus: while gimmicky, it won me a match, so it might be worth mentioning: If you have an oil slick under you, VV will set it off, but it's full invul is enough to not get hit by the explosion before Faust does, if he is in range. Of course as soon as the invul runs out, you'll also get hit by the explosion, but if Faust was in range, that leads to being able to either RC VV on hit or block by the explosion (remaining safe), or close out a round.
Orrax Posted May 20, 2015 Posted May 20, 2015 Stopping at the edge of Faust's f.S range makes it necessary for him to cancel into something to continue his game, and his options are vastly limited, because f.S gatlings only into 5H (which has average range) or 5D. The most obvious thing he will cancel into is an item toss, which will create an opening to approach closer and slowly shut his game down. Of course, with a little bit of (un)luck, he will throw an item that will make approaching harder, so react accordingly. If in range, our own f.S is good here, might hit him out of item startup after IB or at least force him to block. Just to note, if Faust does 5S > Item, an immediate Fafnir is very difficult for him to deal with no matter the item he gets. That said, 5S > Scalpel Pull beats Fafnir, so be aware of that.
CWheezy Posted May 20, 2015 Posted May 20, 2015 I dunno if this is helpful but if you are dashing his 5k whiffs
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now