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Mr.Minionman

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Everything posted by Mr.Minionman

  1. Count my head. Just do it. Will bring setup if needed.
  2. ^I think this would be a good video to add to the wiki. what ya'll think?
  3. Are you buying into Uri's "game every Friday" thing? I wouldn't mind doing Uniel this evening if so :P not sure what everyone is interested in doing, if they are interested in doing edit: or next, I forgot you were out of town this week
  4. All that sounds right down my alley. I've been playing a bit of Blazblue with Chandler, but I'm still interested in playing Uniel and Xrd. Considering people haven't been doing anything in BB besides I'll probably stop idk. Also I think it's great ya'll have been playing 3S, I've always wanted to learn 3S Makoto. As for Sid, he hasn't touched FGs in months. He's been avoiding the weekly fight nights >_> If I could get him to play something with me, I would.
  5. Soooooo what have ya'll been playing?
  6. Honestly, 5D is pretty horrid as an overhead. That spin is a dead giveaway, so I'd only use it for the invuln frames. 6H is better for the range and animation, and besides, you get better pressure options if it's blocked. It's a lot harder, but I agree with the others, FDC j.K is the best choice if you are close enough to it, and you can be clever with it once they start respecting it with empty FDC low/mettakiri, full jump bag to beat anti-airs, etc
  7. 5D 623B RC 5D 623B :P
  8. I honestly never found why people love complaining about it. Its ease-of-punish is extremely painful against millia/slayer/chipp, and it's way slower startup than it was in +R. I'll give you, the recovery and range are much better though. Also, I should probably update the wiki again for the newer version. What do you like/dislike about where it is currently?
  9. mr.minionman I might not talk much, idk. but i need to talk more faust with people so people talk faust with me :P
  10. I gave her moves barebone descriptions on the wiki. Don't really know much about the combos in this version, so someone else will need to flesh it out where I left it vague. I didn't touch strategy or the pros/cons. I'll be getting the new version of BB sometime this week, and Bullet will probably still be my main. Feel free to proofread/edit.
  11. Thanks man! Those corrections definitely help, and I'll get them in as soon as I can. Truth be told I wrote Oil's descrip a bit vague because I wasn't sure what all set it off. And I agree with the combos you want to add, I don't know how I forgot to do dust combos. :P
  12. It'd definitely be a great idea to detail offense on the wiki, though that may be a little too specific to describe as in a nutshell. regardless, the listed tricks should be in the wiki and I'm thinking of a good way to put them in. Hey I just wrote that piece, sorry that I wasn't clear enough haha. This is from +R, but it's the same in this version: http://youtu.be/Z9XS40ZAkhU?t=1m48s You hold down back so that K+S will input faultless defense, but you press K slightly earlier so that you'll start j.2k for a split second, this kara-cancels the drill normal and thus gives the desired effect. Hope this was a bit clearer, and if there was anything else in there you didn't understand feel free to divulge!
  13. Ky is a bit like a second Faust. They try to play similar games: projectiles > pressure game, but Faust has some great ways to handle it. To start with, Faust can crouch both versions of ground stunedge. Ky relies on getting you to block one and getting in, so deny him the satisfaction. Ky can be played many ways, and one of the things Ky often tries to do is to stand outside of your normal range and throw fast projectiles from farthest range. to handle this play a careful approach avoiding projectiles on the ground, and then try to tag him with a normal or an anti-air when his back is on the wall. Ky's anti-airs are amazing, so don't try to compete with them with jump-ins. A second way you see Ky playing is with a careful rushdown game. it's still generally projectile based, but his jump-ins have insane priority and he has some decent frame traps and mid-range pokes. His high-low is easy to block once you are familiar with it, but be VERY careful how you get out of his blockstrings, because he'll crank your guard bar quickly and it'll HURT. On oki he also has pretty safe crossups. Safejumps and j.D are common if Ky jumps. Faust has a knack for low profiling the j.D but you still need to be careful. Finally I suggest an exercise (new to Xrd <3) for getting comfortable punishing his specials. Record 3 things in training mode for Ky, and set it to play randomly: 1. dash forward f.S > 2D > Stun Dipper *block* 2. dash forward f.S > 2D > Greed Sever *block* 3. dash forward f.S > 2D jc forward 6+HS *block* Basic Ky players often try to scrub you out with strings like this, and it's important to be able to punish them reliably. Use Just defend on greed sever and punish with c.S. You can just block the Stun Dipper and punish with 2S, or you can 5D before the second hit. This is helpful because it's not uncommon for Ky to RC the last hit of the slide (or the first, really). As for the jump cancel you have a variety of anti-air options, but mistiming them could get you hit by the jump-in or an airthrow (hence the 6). This set doesn't handle all the many others things Ky could do and will do if he's competent (like cancel or jump into a stun edge, frame trap, or 5D), but newer kys tend not to go for them anyway.
  14. The matchup is pretty free for Faust, honestly. You are basically screwed if he starts his oki game, but Faust spacing has just about every advantage you'd want in the neutral. Drill cancel j.H is extremely useful and Pot really can't stop you from tossing out item after item. Senkei had a nice pretty nice writeup on the older Faust board, and it basically all still applies here: http://www.dustloop.com/forums/index.php?/topic/852-faust-v-po/
  15. Finished giving every move of Faust's a description on the wiki page. As before, suggestions and comment appreciated. Will also need some ideas on what ya'll would like to see in the tips/tricks and combo sections.
  16. Can I get a link to this?
  17. This matchup seems... slow. I find myself hanging back and throwing items until I get something I can approach with. Charged Beak Driver seems to beat out everything at neutral so I make sure I don't block it if I can and go over it. Don't bother trying to cross him up because his anti-airs have generous hitboxes behind him, also his backdash invuln in insane. Blocking his offense seems pretty straight forward, watch for his overhead~slide specials and try to get out if he's running low on meat (he'll YRC it though every time 60% of the time). From my experience so far as long as you are patient you can avoid eating massive chunks of damage.
  18. ^works on Riot Stomp as well. vs. Sol is all about that momentum. Faust absolutely melts under Sol pressure, but Faust has all the tools he needs to keep Sol off his ass. He'll try to bully your f.S and 41236K with 6P or 2D so don't let him establish a pattern. Faust's basic story works well here: get him blocking until you get the right item or that knockdown, then mix him up. Just don't be too eager to get close, because he has great reversals. Watch for Gunflame, Fafnir, and IADs at neutral. Also saving meter for whiffed f.S or dead angle can be a good choice, because the last place you want to be is next right next to Sol. If him taking to the air made f.S whiff YRC and enjoy your anti air.
  19. 2K can lead to just about every mixup faust has to offer so if you know they'll block it you should probably use it. It doesn't recover fast enough to deal with all wakeup reversals however, so against the characters that have them you'll have to mix it up.
  20. All the j.D stuff mentioned is going into the wiki, hope you don't mind if I use some of your wording. I tend to forget to use going my way after it, so I'm glad you mentioned it, and I love that cross up oki. Does it beat VV? I don't remember if I've tried. I've also almost finished writing move descriptions on the wiki. If you feel they could be changed or improved for the better by all means do it.
  21. My apologies, and gl in the tournament! Hope some of it helps!
  22. NEW YEARS PARTAY was great, I had a blast. Have a revitalized interest in both Xrd and Uniel, and yes, that's partly because they made my dumb character dumber :P Although I can't make it to KiT, I'm gonna see if I can't make my Faust a tournament force. Critique welcome.
  23. Aight, I took a couple of notes on these, probably mostly obvious: I caution using rerere and 236S raw. the former can be a great poke for that range, but if they notice you are using it, most characters can freely 6P or low profile it and can the extended hitbox. The later tends to kill offensive momentum and you are often better off using you other pokes if they block your string, as you maintain the most options. But both are very useful to use on occasion so I wouldn't avoid them. Similarly, I noticed you were drawn to 6H quite a bit. I know it's an extremely tempting move, and definitely useful, but can be dangerous if they suspect it. If you are going for oki especially drill cancel j.k is a great alternative that is safer, harder to react to, and can still get pretty good reward with a little practice. YRC is a great tool for Faust in general. Using it for item/bag throw or whiffed pokes is a fantastic way to spend meter and can make a bait situation out bad ones as one example. (I dislike the mechanic, but you can't say it isn't useful) I feel your pain on the Sol matches. There isn't much you can do on defense unfortunately, but especially watch for that 5K. If you find yourself air teching, or otherwise above sol, you could try using drill cancels to stall in the air just long enough to make his AA whiff. Also you can punish his bandit bringer/revolver by crouching under them or timing a 5D through them since it has some invincibility. You might be aware of this already, but you can actually add a little extra damage to throws in the corner by using an OTG 2H you can still cancel it into item throw, and have time for oki that's close to the regular knockdown. I also noticed you found yourself in the unfortunate position where you hit Zato's shadow with a long poke and he punished your attack. Unfortunately I don't have much Zato experience, but of the Zato matches I've seen, Faust often uses 2K to kill the shadow so that he can still have the subsequent hits for Zato, or he'll just try to take to the air. Finally I'd like to recommend trying to implement 214H (unblockable) into your mixup plan. It's a great little move to set them off kilter, and leads to great damage if you follow it up in the corner. Anyway I hope any of this helps, and I'm glad to see you picking up Faust. :P
  24. It's a thing, but honestly unless you just feel like messing around, it's pretty useless :P The odds of getting an item that ruins the ensemble is incredibly high, you'll have no meter in reserve, and it doesn't really do much that the 3 item super can do. The 100 ton weight can knock you down before it finishes, the bomb can blow you up, the platform can shoot the guy out of harms way, too many hammers is redundant, and bomb will kill the minifausts. But it is hilarious, so it has that going for it It has a wider hitbox under him than his other aerials, and will stagger on counter hit, so use it to cross up (he can still do that in xrd right? not quite sure), and as a jump in on guys directly below you. Also can be combo fodder in a few situations, but it's not nearly as useful in xrd now that it no longer knocks down.
  25. Hey, guys. Dropping in to mention that I put in a little work on Faust's dustloop wiki page. I wrote an overview, a short description of drill cancel, and a few combos (let me know if you think I should improve them), and I plan to do more when I have the time. I'm not perfect so input requested. Also wanted to talk to you guys about CH 6P combos. They are a bit different than they were in +R, I notably miss the loss of j.D kd in use for the bomb combo. Anyone find a good way to combo into bomb in this game? Unfortunately I think it's lost its use in CH 6P combos Also If I do a typical air chain, I'm falling into the platform. You can use it to set up unblockables, but I don't know if it's even useful to set up. Only decent thing I've come up with so far is if you do 6P > 236P (throw platform) > 5K and if they tech forward you get an air throw, and if they tech backward or neutral they land on the platform and a run forward 5K will catch them for a prorated combo. Lastly, all the combos I posted were tested on Sin. I haven't gone through the cast to make sure they work on everyone yet.
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