Raph_Stryker
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Everything posted by Raph_Stryker
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ill step up, FRXI, my Faust vs your Jam, best 3 of 5, lets say $20 and by the way, I NEVER lose to Jam
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when does he not :D Sticking those vids on youtube would be super helpful, since im too lazy to save them..
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good shit with the vids. Cant wait to meet a bunch of ya'll at FRXI! Gotta get started on this hype shit myself, someone teach me! edit - Spirit Juice, that avatar is too good.
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to beat jam, just play as Faust thats what i do but if your not so inclined, just lvl 3 SRK that fb puffball trash. But dont be surprised if all you get is a CH non-super. The timing is weird like that.
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The color of my choosing is Ex P, aka Robo Ky Mk II and my favorite thing(s) about him, is that hmm 1. his taunt is pimp'n. 2. he has a chair in his ass and doubles as a bike 3. He is a mother effin robot, that exhumes steam and drains peoples tension and and is too cool for much words. hurray Robo
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robo-ky's win quotes are just too good. such an asshole and yet just so loveable XD the one for venom went "Ever heard the old saying, 'practice makes perfect'? Well, its a lie. The dumb stay dumb." id say more, but id ruin it for you all. the zappa one is even more hilarious XDDD
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well, even if your not sure of that matchup, take some side notes from others so at least youll be a bit prepared. its good to want to throw your own input, but give taking what others say, and playing with the idea a shot (in your mind a bit though). Ill give you props for what you think bout the matchups tho, just dont forget to take what others have said into consideration, and have it work with your ideas. yeah..something like that.
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well, robo can zone as well as faust can, and the way faust floats in the air doesnt help his air options vs RO, (think Pot in the air). Whoever can work their way into the other pretty much has the match right there. Faust's 2HS is good, especially since Robo takes a while to get into the air when he tries to jump, but mistime, and there'll be some TK missles coming his way. I always felt Robo had a little edge, but i could see the match being 5-5. As for Slayer, well homing air projectiles really limit a vampires game, add to the fact that slayer has to work his way in, and his okizeme can easily be thrown off by delayed wake up, uppercuts, and 5HS. And Slayer, well.. DoT is so useful, and Robo is very no exception, so you have to be really careful if he has half meter.
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well, in the corner, it can mess up strings. They really cant run past you if your in the corner pinned lol. Id say some vs HoS stuff, but this isnt really the right thread :0 with the scalpel pull fb, you can usually combo after they bounce back from just the bat half, but if you do the explosion part, yeah you can SB the explosion, and combo them. Doing the explosion part makes you not get hit by the burst though, cept the explosion still usually misses them.
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Scalpel Pull FB ends with some hefty good damage. Just don't use it if the have a burst, cuz there goes 25 percent meter, and they usually land before the FB animation finishes. Pogo drop (236D in the air) is a great move entirely, but i say its best used if you feel caught in the air. If you know they are trying to position themselves under you, just drop down and do some surgery on their face. now, for the handslap..i say its a solid mixup, and it is useful to get out of pressure strings, but them ib-ing it tends to leave you in a bad position. seriously, not using them doesnt do much to his gameplay, since faust can do whatever he wants with his meter (doesnt even have to use it even), its all up to you.
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now, let me tell you a little story about a horse..but not just any horse...a flaming horse. For way massive damage, if you are on the overheating side of Robo, and have plenty of lvl 3 meter, if at all you get a.. regular and ch robo dash, or a ch j.s, just using these two moves (c.S>lvl3 horse) well..loops. Dont hit them when they are too high, or they can simply tech, but at the right height, no character can escape (asides from bursting). Not only can you walk them to the corner, but doing it right nets you knockdown, or you can just finish with a 6p to keep up your heat. For light characters, i recommend 2 reps, and for the rest, as long as you can keep c.S them, you can Horse them. Just remember, the Horses have to be level 3. 4 reps on Pot nets you 221 damage (starting with a CH j.S). My advice is, since Robo is so freakin versatile, and the opportunity comes, (the 3 starters i stated earlier) go for it, but dont try to revolve your entire game around it. Massive damage thats somewhat easy to do, is a really nice perk tho.
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hmm, thought that 214 fb was +-0, so if they IB it, they get a slight advantage. And yeah, 2H is safe if you cancel it into one of his Ps. TK air pogo is crazy good too. Can cross up, leads to pogo shenanigans, and comes out really fast. Great surprise move when you opponent is trying to apply pressure. The only thing a faust player really has to worry about with his normals is whiffing. They are all really solid moves, just missing can really screw you up.
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yeah, i get 2k working against some ground rush ins, comboing into either 2D or 5D>Pogo>D. Watching where he goes when he rush downs is what helps the most, throwing out 2k when he stops just short and 2Ds or gamma blades you sets up for his insane pressure. j. 2k also works well if you can get into the air before chipp, unfortunately his 6P can beat you clean so its a gambit, but can lead to great damage on CH. in a little unrelatedness, since ive had this random "omg in depth into matchups" phase of guilty gear, im going to put up my experiences with solid characters that i face a lot down here. Its not that the whole Jan/Flash thing got me into this, i kinda got my eyes open even wider after that session with kensou where i won no games whatsoever (sure a few rounds here and there but yeah). THEN jan got back and all this started. So, this is sorta a double effort to step up my game getting solid knowledge from other people who play faust, and in turn the info gets public and everyone benefits ~HuRrAy~ anywho, match-ups that are tough: Chipp (kensou says its in faust's favor, i say the opposite), Eddie (yeah...), A.B.A (only if she gets any momentum early on), Robo Ky (projectiles projectiles and some missiles), Millia (more flying around then you can handle, but i guess she softened a bit after slash), Zappa (makes a lot of your tools useless) and Axl ( he just has better pokes) when i have some more energy id like to discuss them further, so i thought id just throw out those general ones that give faust (or maybe me) a little hassle.
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word from jan and them was that marn beat the Axl player really good, but when it came to the RO player, jan choked (he said that RO wasnt even that good)
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okay, so after playing kensou for an entire day, i want your guys opinion on fighting chipp. as with most characters, getting the momentum in faust's favor is whatll win, but when he gets in..its a nightmare pushing him out. far slash is a risky gambit since chipp always is so low, so if he is just crouching itll whiff entirely, and opens faust up. 2HS is sometimes good, cept when chipp decides to jump and from there he gets a free iad. him jump always tends to be troublesome, cuz if i dont (or any faust) fdc HS to stop him from iading, (with 5k whiffing normally) i tend to use 2k but then if i dont time the first hit right, and hit with the second, he gets to recover, and has another airdash to fly around. even 2k is 50/50 because chipp's j. d and j. hs are so good. 6P tends to not work a lot, and even when i try to DAA a jump in or his strings, he always happens to be low enough that it whiffs and i eat a combo. and then with ground game, gamma blade and 2d are to quick and lead to knockdown, giving chipp an easy way to put pressure on. None of the pokes ive tried beat them, and just blocking (the gamma blade at least) gives him an advantage. all i can think to poke from mid range is 2p cancelled to something else. Sometimes i try pogo stance, which happens to work really well, unless he hits HS when i try to hit him with it, the it goes downhill from there. Is there any solid way to keep chipp in check, because with the teleporting and all the movement, not to mention his stature, its just to hard to make sure chipp doesnt get a great advantage. and another way other then fb pogo to land after chipp puts you really high in the air? thats a bunch of stuff that i have thought of, so some input and suggestions would be well received. Thanks!
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when your opponent has high guard bar (maybe 95 percent), which happens if you do a nasty string with meteors behind you... 6HS(ch)>41236K(ch)>pull in>236D>2S(when they come back to you from the wall bounce)>2k>jc>j.k>jc>j.k>j.s>j.hs 328 dmg (tested on Sol) :3
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meaty bag bombs fb air pogo > ground flower > GMW 2k>fdc jk is also good. Remember, its only jump cancelleable before the second hit. plus whats listed above plenty of options
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what about this IK of hers? http://youtube.com/watch?v=dH1Tp45aQ_c anyone know yet?..is it me or is all the secret stuff in ac useless
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ive hit it on otg for them to just fly up, hey! if testament can pop you up with exebeast, why cant faust do it with ground flower? theres lots of options after scalpel pull fb, its whatever you feel more comfortable doing. I mainly preferred them coming back to me, and i get a free combo. (the second option on my second combo)
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the colors i used to use in AC were the two blue variations (should be start + HS and start + D) My 5 cents on stuff to do in Accent Core f. S > 2K is your best friend if you ever have the chance to OTG with ground flower, do it! Itll always pop them up. The trajectory of j. 236D changes with the way your jumping, so play around with that, usually you get just the right amount of trajectory to cross up. If you land a scalpel pull after you hit them with the coin from 236P, dont super!! Enjoy your free flaming slap from the 236P follow ups. If you do the Scalpel pull super (scalpel pull>236D>236D '50%'), i dont know if its IB or Slashback the explosion, and the run after them with 5K>air combo. If you dont block it, you explode too ^^. i never managed to get out of guard stun fast enough to get to them. combos go simply like this (5P>c.S)/(2K)*either or*>HS>2D>2S>5K>jc>j.K>j.S>j.HS (i dont throw a f.S in there because i want to keep them close enough that the 2S pops them close and in) 6HS(ch)>Scalpel Pull>when they are reeled in, 236D(25%)>from here,1.) if you have meter to spare you can do another 236D to super, for 25% more, or 2.)they will wallbounce, and as they come back to you >2S>5K>jc>air combo or maybe 214D..hmm..i should try that If you hit them in the corner with Pogo and have meter to spare, RC > 2HS > Pogo > (repeat/ground flower)>GMW (corner)214HS>5P(comes out fast enough to hit them before they can tech)>2S>5K>air combo (i dont remember if 214D was fast enough to hit them after the 5K, but if it did, there you go.) ahhh..more stuff might be posted when i get to thinking about it.
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pogo drop, ill give it a look over again probably this saturday for specifics (hey, if anyone has any question about AC things, relay them to me, and ill probably go through a bunch of it at regionals we are having).
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Hey there guys, names fernando and I hail from houston, and guess what, i play faust (go figure). Ive played AC plenty of times lucky me, and ive got a good handle on Faust and whatnot. The thing about the scalpel pull fb/super is that if you dont block when i goes off, it hits you too, so it takes a little timing to know when to start running to follow up the combo. Also, seeing as how a character hit during a skid normally launches anyway, with 50 percent tension you can RC the pogo, 2HS, pogo again then flower > gmw Theres a lot more options now, but consider that one a really good corner combo to do seeing as you cant rc>6hs since theres no wallbounce. Well, other then that..hmm..i wont be at frx to do school you guys tho, since certain things are keeping me from going, so enjoy playing it and see you guys at showdown.