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Kintaro

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Everything posted by Kintaro

  1. 6P his BR. Dust through BR. Duck under BR. Duck under BB. On blockstrings he'll usually finish with either GF, BR, BB. Superjump if its GF, 6P his BR, duck under BB. Don't skimp on anti-airs. Under normal faust style of play Sol won't get close enough to touch you.
  2. Don't worry about her slide since its majorly punishable. If you're worried about not being able to see and guess what followup she'll do then just superjump. Superjump kinda fixes everything really. What you need to learn though is how to capitalize on Faust's air mobility so you can land safely and even have advantage most of the time.
  3. Hanzo: Sup ;P BTW, always remember to punish the counters when they happen. Since I already mentioned to limit blockstrings to 1-hit, don't forget that this is a natural bait for alpha counters. Once she does one, punish. Best way is to combo A > sweep pogo > GMW/or RC combo B. Punishing counters is way better and easier than finding ways to break her guard.
  4. First of all, far slash isn't even in range of her counters. Second, rerere isn't a poke. Third, why are you throwing items when youre open? A major part of Faust's game is to keep them in an area where you can reach them but they can't reach you. Let the items do their job of making them bring their game to you. Learn to use Faust's anti-airs, push them away if theyre on the ground. As for Baiken being hard to guard break, don't worry about it. The majority of your damage will come from anti-air combos, and converting random item hits into combos. If she tries to reach you from the ground, she won't get close enough to hit you before you're in range to poke or sweep her. Always remember Baiken is light and low def, so sweeps should always go into pogo then GMW and/or RC air combo. It deals enough damage from that simple setup that they'll try to find other ways of attack instead of risking of getting hit by another. Overall, the normal Faust gameplay works fine vs. Baiken - the only thing you'd need to change is your blockstrings. Limit them to 1 hit pokes and don't try to penetrate her guard by long blockstrings. For Millia, Deuce is correct. Millia beats Faust normals air and ground. You can't even bait Millia's anti-air to safely land, and Millia beats Faust anti-air too. Your best strategy is to guard her pin once its out and don't let her have it. Once she has no pin your anti-airs will work better, but still not as good. On the ground you're still not much of a winner. Her pokes beat yours and thats basically it. A couple of counters work, doing a jump 2K just before she reaches you and attacks will avoid low pokes and kicks, netting a good CH stun into combo a > sweep pogo > gmw. But this gets beaten by around half of what Millia will attack with (like 6P), so you get a 50% chance to beat her attack if you're just completely guessing. To beat the other half of her normals, use 2S. While 2S is a good counter to her attacks, its not at all safe to spam. It has a long RE so if you whiff you're in trouble. But you pretty much have no choice here. Well at least Millia is a low def light. Vs. Jam, the normal gameplay style works fine. All you need to watch out for are charged dragon kicks from halfscreen+. These are quick and have a lot of priority. Jam is another low def light so make sure you abuse sweep > pogo. Her normals are short ranged and she is a limb-only character - meaning pushing her out of her range is pretty easy. She doesn't stand, run or attack in a low hitbox so you don't have to worry about height whiffing moves. (For Baiken and Millia you have to compensate since they're small and duck most of your moves.)
  5. Lol, here it comes, the "maybe your tips suck" reply. Poking from range keeps you safe from counters. Plus why would you stay around when if blocks your poke anyway? Item cancel then continue footsies. Plus, hasn't anyone told you? Mawarikomi is severely punishable.
  6. For Baiken, as with most characters, you'd wanna keep distance, poke from range and use your items. Your items will let them come to you.
  7. Faust > I-no.
  8. Anything that does not represent arcade-perfectness is an insult to authentic arcades, and authentic arcade players. Not taking arcade-perfectness seriously is like slapping players in the face. The audio cues they have been practising with so far is an example. The stages and character colors provide a familliar ground by which you would know the combinations of colors of characters and will not be surprised by camouflaged colored characters from the SP color roster. Plus it shows the lack of professionalism by the staff to provide a more authentic arcade-style organization. Letting people pick random shit like stages and music merely gives you the idea that the organizers don't gvie a shit what you do. Do I also need to mention that korean sounds sound like its regurgitated puke, and staring and listening to justice stage for hours on end is just totally stupid? Theres a reason why the stages change as they are - and the reason is that it keeps the backgrounds and music switching so that they won't be repetitive.
  9. Why do evo fags always set the voices and music to korean? Or set the stage to Justice and Kliff for the entire tourney? Korean sounds are so stupid even koreans don't even listen to them. I've come to the conclusion that Evo don't take thier tournaments seriously when they try not to be arcade-perfect as they can be. Setting ridiculous korean crap sounds and justice stage for 90% of the tournament is as stupid as can be. Next thing you'll know everyone would be playing EX chars against GGX chars in Evo.
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