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Corro

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About Corro

  • Birthday 11/27/1993

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    Dundee, Scotland UK
  • XBL
    GATK Corro
  • PSN
    Corro_Int

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  1. top Japanese faust player kiisha made a tech combo video with some really cool stuff in it http://www.nicovideo.jp/watch/sm26906644 of particular note are the bomb bag into door combos and fuzzies (potemkin in particular), I suspect there's a fair chance most people won't be familiar with a lot of the other stuff in this video too so definitely worth a watch
  2. Read this post it explains how double S flower combo works http://www.dustloop.com/forums/index.php/topic/9846-xrd-faust-combo-thread/page-3#entry912467
  3. 1. against a lot of projectile characters it's better to get above them and use bomb bag which is still amazing even post nerf and by no means requires a yrc to be effective, very few characters can actually cover the space above their heads effectively with projectiles, the best way to use it is usually to superjump and then optionally airdash forward and then bomb bag and then do j.h while falling (depending on current height you should use drill cancel to delay your fall, preferably to a point where j.h will combo if the bomb bag hits but without faust himself getting hit by the explosion) the bomb bag should cover the ground and the j.h will cover the air. At this point you have landed on the ground and you're at faust's preferred neutral range often with frame advantage or even a knockdown from the bomb bag. If you can get directly above them you should use drill cancel j.d this is extremely hard for most characters to anti-air because of the disconnected hitbox and large amount of active frames and because of the drill cancel the move has finished it's startup before you really start to drop, drill cancelling x amount of times to change the timing of your decent makes a faust directly above your head very difficult to deal with and due to faust's high super jump and long air dash it's a fairly easy situation to force in neutral. Crouch walk item throw is also super useful where possible as stated above. 2. 2p - is probably the second best opening move in the game, the ONLY move that can hit starting distance range faster than it is venom's 2s and on top of that 2p has very little whiff time, it's only real weakness is that it can only really lead into item throw and frame traps. using 2p as a start most characters are forced to go towards counter pokes or just backing off, if they back off you can get an item out, counter pokes that beat your 2p will usually be their 2p or 2k which even on counterhit they are unlikely to be able to achieve anything off of so in most match-ups you shouldn't really feel the need to be afraid of this. Low j.2k - this won't really beat anything on startup but it will beat (and usually counterhit) most lows (including venom 2s) and most counter pokes and will lead into f.s > item throw on hit or block. 5k - makes for a fantastic counter poke in a lot of match-ups, mainly anyone whose fastest normal that reaches round start distance is standing (for a LOT of characters this is a 9 frame f.s which 5k is perfect against) the main advantage of this a knockdown into oki on counter-hit which is pretty much the highest reward you can expect from an opening gambit also it whiffs pretty fast and won't get tagged by low counter-pokes. High j.2k - can be useful the idea being the same as a low j.2k but you get high enough to go over most standing pokes so as to lower the risk, you'll usually have to cancel the j.2k into gmw to stay at advantage. 5d - will invincible through but usually not punish a lot of round start pokes, has it's uses but it'll get blocked or os'ed when the opponent is used to it. This may or may not reach round start distance depending on how wide the other character is. 5p - is a solid counter-poke it's fast, not much more to say about it than that. Super-jump back bomb bag and then falling j.h - is a good way to create space at the start of a round and would require a very specific read on the opponents part to call-out. Just remember if they are able to run under the bomb bag then you won't have meter to drill cancel. Dash forward 5k/6p/2k - if you expect the opponent is going to jump these are useful, use whichever anti-air is right for the match-up and remember that if they jump neutral or back at round start then they won't have meter to FD. Backdash f.s - it's an option, hella slow wouldn't really advise it. 2h - is a very specific counter to their low counter poke, only really useful if you counter-hit into scalpel-pull, high risk high reward, not really worth the risk. 6h - how scared is your opponent, how bad are their reactions, it's a counter counter-poke like 2h but it's too slow to actually punish things, but I won't tell you not to go for it every now and then. Block - yeah you can block but it's hard to justify with a round start game this good. 2p and low j.2k cover most of the options your opponent has and make for what is almost definitely the most powerful opening game of the entire cast. Remember that you are faust and at the end of the day neutral is usually a good place for an exchange to end, all the more so if you managed to get an item out of it. if they start doing stuff like 6p at range in neutral just wait and whiff punish with f.s, there is no need for you to make commitments like 2h unless you want to and if you do want to then consider cancelling into scalpel pull since you are counter-hit fishing. f.s shouldn't be you're answer to IAD, that's what 5k and to a lesser extent drill cancel j.h are for, 5k controls that space better than any other move in the game and whiffs fairly quickly. If you have space you can do raw item throw (it's only 23 frames total), this forces them to play more aggressively rather than sitting there fishing for counter-pokes. Honestly f.s is one of faust's higher commitment moves and given how much people talk,complain,etc. about it, it is very easy to over-value it. As faust you have a lot of options for that range like super/normal jump bomb bag, dash 2p, item throw, drill cancel j.h, dash 2k (fantastic for throwing out as an active hitbox for moves to run into and surprisingly little actual recovery) and you need to vary them, even moving in is beneficial, faust only really starts being a bad character in neutral at ranges where his fastest normal being 6 frames becomes an issue. If you're opponent is calling f.s out like this more than once every now and then that means you're being too predictable, don't let them reduce fausts vast array of neutral options down to 2 because you're auto-piloting with f.s.
  4. if 44 isn't ground bouncing it's because it's hitting otg simply put you have to do it faster before they hit the ground, if you need to delay something to adjust the opponent's juggle height it should be
  5. the proper combo only seems to work against faust and zato, fully charged pogo s puts them in a float state where they're almost totally vertical and pogo 44 happens to have a dead zone at point blank at that height, zato and faust's versions of the vertical float state happen to be noticeably wider than the rest of the cast so they aren't effected by the dead zone. the combo can also work on potemkin but due to his heavy weight the normal combo will result in the second pogo 44 hitting otg, if you start with pogo at point blank you don't need do a pogo hop so you can hit the first 44 high enough that everything will combo. 2s > 2h > 236s -> 9 -> 44 -> -> 9 -> 44 -> -> p -> h 210 (faust and zato only) 2s > 2h > 236s -> p -> h 146 (basic corner combo for comparison) 2s > 2h > 236s -> 9 -> 44 -> -> p -> h 183 (universal combo for increased damage but losses corner) 2s > 2h > 236s -> 9 -> 44 -> -> 8 200 (universal, damage varies based on how many hits you get out of pogo 8 it's usually just a little over 200 damage against x1 defense characters) on a side note drill cancel j.k land cl.s > 2h/2d > pogo seems to cover the whole cast so that's nice
  6. I have footage from locals and a couple of uk majors but honestly you'd be much better served looking at high level jap players like nage, gazou and kissha. if you're talking about dragon install as a reversal it isn't frame 1 invincible so it won't beat meaties. if you're having problems with wake-up dps you just have to bait them when it comes to sol try things like drill cancel FD or crossup j.d to mess with his inputs. If he's already in DI then his dp is now slower to the point where a perfectly timed meaty 3rd hit 2k will bait all of his reversal options, very hard to time though.
  7. I'm assuming you mean as oki. Honestly you have enough time to do pretty much whatever you want, meaty 3rd hit 2k probably makes the most sense obv mixup with drill cancel j.k etc into standerd pressure. Only thing of note is crossup j.d can be done meaty against most of the cast now which lets you get full combos of it way easier than normal. Timing will be a little off on stuff like bomb and poison if you go for the same chains that you're used to with pogo oki so be aware of that.
  8. If you're looking for something like that keeponrockin did a pretty good tutorial on twitch, but the archive seems to be down now it might be worth bugging him to see if he still has the recording http://www.twitch.tv/gg_keeponrockin there was another tutorial a while back that someone put up right after the game came out but it was pretty bad compared keeponrockin's this is still up, it's pretty useful http://pastebin.com/5xMiVTfK should give a good idea of faust's basic pressure flow, if you have any specific questions I should be able to answer them, I'm more likely to answer people quickly on twitter https://twitter.com/GATK_Corro
  9. So I made a video tutorial for faust's pogo mixups, it explains why pogo YRC command grab is so stupid good and shows how to use hop YRC properly https://www.youtube.com/watch?v=GFeW_Wwb7zI hopefully it should help people who tend to only rely on FDC j.k and frame traps to start varying up their mixup I know I'm pretty guilty of that I haven't really commented on the faust changes so what I'll say is they'd have to hit him with a truck for it not to be worth the Zato nerfs. The recovery on bomb bag is kinda harsh though but the corner combos are cool, honestly pogo as a combo tool was really boring in this version Anyway enjoy and I'll try to make more video resource stuff in the future
  10. Hypespotting the UKs largest fighting game Tournament will now feature hit game Guilty Gear Xrd next to such titles as USF4 and SSB4. Signups are available on the event page provided below, there is currently a 32-man cap so make sure you get your name down as soon as possible to avoid disappointment. Event Page - https://www.facebook.com/events/1607351276162905/ Contact - https://twitter.com/GATK_Corro https://www.facebook.com/ian.corro Date - April 4th - 5th Location - Hilton Glasgow 1 William Street Glasgow United Kingdom G3 8HT Full details available on event page Online signups for main tournaments at Hypespotting 4 are available at the official website – www.hypespotting.co.uk However if you're only interested in taking part in the community tournaments, simply purchase a spectator ticket and this grants you access to all casual set ups, including entry into the Legendary Hypespotting Pub Quiz on the Saturday night, complete with epic prize giveaways! Hurry though, online signups will close on Saturday 28th March, so get in now and secure your place today!
  11. bomb bag is definitely the safe option but it also severely limits his mixup options, 2d item throw results in a far longer knockdown than pogo does with time to meaty 2k against the entire cast and meaty crossup dash j.d against a bunch of characters. I haven't seen it detailed anywhere else on the forums so i'll say that bomb bag oki should usually be followed up by low airdash j.p > j.k > j.p > j.k you can land and 2p or tic throw at any point after the first j.k, you can also cancel the last j.k into j.236h for frame traps and frame advantage but it puts you pretty far away. If they block the bomb bag but get hit by any of the highs do j.p > j.k > j.p > j.k land c.s > 2h > 236s -> h, if they get hit by the bomb do j.p > j.k > j.p > j.h since there isn't much you can do when they're in the air. venom can often jump out of standard pogo item throw oki because of his short wake-up timing. if you're worried about oki being safe it's vastly character specific but as far as I know bomb oki should be universally safe (as of 1.1 who knows but I'd expect it'll still be fine).
  12. Event Page - https://www.facebook.com/events/829280553784765/ Contact - https://twitter.com/GATK_Corro https://www.facebook.com/ian.corro Location The Old Bank Bar 34 Reform Street DD1 1RH Dundee Games Under Night In-Birth : Exe Late BlazBlue : Chronophantasma Time Registration - 6:00pm Start - 7:00pm Full Details on event page
  13. Event Page - https://www.facebook.com/events/746435618783255/ Contact - https://twitter.com/GATK_Corro https://www.facebook.com/ian.corro Location The Old Bank Bar 34 Reform Street DD1 1RH Dundee Games Guilty Gear Xrd Dengeki Bunko Fighting Climax Time Registration - 6:00pm Start - 7:00pm Full Details on event page
  14. Optimized metakiri RC combos all damage tested on sol or elphelt both x1.00 defence characters 214h(2/6) RC 6h > 236s -> h 133 - max damage on standing, max damage on crouching with knockdown 214h(2) RC 5d HJ j.h > j.h(use j.d on chipp) > j.k JC j.k > j.s > j.h 147 crouching only - max damage on crouching 214h(7) RC 66 c.s > f.s > 5h(1) > 2d (> 236p) or (JC j.236p oki) 115 - max damage with 2d oki 214h(5) RC 66 c.s > 2s > 2h > 236s -> h 125 - easy combo with knockdown 214h(3) RC 66 c.s > f.s > 5h(1) > 2d > 236s -> h 132 works on elphelt, millia, may, i-no and ram - easy combo with knockdown The main purpose of the last three combos is that they can be done from YRC OS on the first hit like this https://www.youtube.com/watch?v=g84G3QeISy8
  15. I mentioned it here : http://www.dustloop.com/forums/index.php?/topic/9846-xrd-faust-combo-thread/#entry870782 you do 5k on standing and 5s on crouching both are one frame links I believe i'll put it in notation since i didn't bother before damage values are for raw 41236k on sol, faust or elphelt all x1.00 defense unless stated otherwise useful combos and who they are optimal for are bolded Starters : 1. raw 41236k 2. f.s(or any other level 2 hit) RC 41236k 3. counterhit 2h/6h 41236k combos : simple/easy : starter -> 4 -> 236p -> 236p -> 236p 110 starter -> 4 , 5p > c.s > 2d > 236p 73 starter -> 4 , 5p > c.s > 2d > 236s -> h 120 (elph, ram, millia, may) starter -> 4 , 5p > c.s > 2d JC j.k > j.s > j.h 120 (faust, millia, pot) starter -> 4 , 5p > c.s > 2h > 236s -> h (pot 110) starter -> 4 , 5k > c.s > 2h > 236s -> h (pot 125) starter -> 4 , 5k > c.s > 2d JC j.k > j.s > j.h (pot 124) Standing : starter -> 4 , 5k > 2h > 236s -> h 127 (doesn't work on faust) starter -> 4 , 5k > c.s > 2d > 236p 89 (doesn't work on faust) starter -> 4 , 5k > c.s > 2d > 236s -> h 136 (elph, ram, millia, may, i-no) starter -> 4 , 5k (> c.s) > 2d JC j.k > j.s (> j.p) > j.h (may 130, chipp 161, with j.p on millia 152, with 2s on pot 124) crouching : starter -> 4 , c.s > 2h > 236s -> h 127 starter -> 4 , c.s > 2s > 2d > 236p 88 starter -> 4 , c.s > 2s > 2d > 236s -> h 135 (elph, ram, millia, may, i-no) starter -> 4 , c.s > 2s > 2h > 236s -> h 138 (faust, sin, pot, ky, slayer, venom, zato, bedman) starter -> 4 , 5p > c.s > 2h > 236s -> h 123 (faust, sin, sol, ky, chipp, pot, slayer, i-no, axl, venom, zato, bedman, near corner on leo) starter -> 4 , c.s (> 2s) > 2d JC j.k > j.s > j.h 135 (chipp, with 2s on faust, millia, may, pot) confirming standing or crouching is a complete non-issue considering how slow the pull-in is pogo rc in the corner is the most likely one to happen but if you rc the last hit of of the standard pogo combo you can get IK for example 5s > 2h > pogo -> h RC IK mode, IK honestly it never comes up though the RC into scalpel Kracktoa mentioned is super useful and should be combed into 5k or 5s as shown above apart from that you can RC a level 2 move into 6H pogo which is honestly hella difficult, if you RC a level 4 move you have time to dash first and the timing is way easier if you want raw damage then you either RC a level 2 or higher move into 5D and do a shortened dust combo heavily dependent on proration usually something like 5D HJ j.h > j.h > j.k > j.s > j.h or you RC part of going my way(usually the first hit) into a 5k jump combo again heavily dependent on proration which of these does more damage is based on starter and is fairly slight i can't recall the optimization for these of the top of my head if you want to bleed the absolute max damage out of a combo to try and kill for 100 meter then do whatever > 5k JC j.k > j.s > j.h RC J j.s > j.h as the 5k jump combo or do a normal jump combo and RC the last j.h into another j.h edit : updated 41236k combos should be comprehensive
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