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Senkei

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Everything posted by Senkei

  1. the Match vids are up on my youtube account Part 1:http://au.youtube.com/watch?v=9Zpl1KfhjCg Part 2: Should be up in a few minutes
  2. yes sir! i'll be working with NerdJosh on this one and work on getting some Info from AKA about this match-up..
  3. thanks wild throw sol's command grab
  4. Luigi-Bo 87 or anyone else Mind if i throw these matches up on my youtube account for easy access?? and was this a casual or MM? and im sure it was at Season's beating Right?? thanks guys:yaaay:
  5. Well im all done with this one guys. Next i'll be working on Potemkin and Zappa. anymore suggestions lemmie know and i'll take care of them first instead of my own choice
  6. that i-no player was pretty nice
  7. i tested this and ABA you can launch normally but johnny cannot in the normal way of the mettakiri corner combos with forcebreak pogo. here it is:214Hs(mettakiri)-> 2p,2s,jp,jk,jd->236d(forcebreakpogo)->(on pogo) p-p-s-s-s-p-d-s-hs yeah 2p!!! it's kinda hard but once you get the timing down it's pretty fun
  8. Sol Guide completed what do you guys think? Dizzy will be next on my agenda after playing today
  9. thank you sir!:china:
  10. me and other people's ideas please post up if you know something i don't cause i feel this match can go either way
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  14. v. Purpose: Another classic zoning match. Keeping Slayer out is a goddamn must. Playing it cool and making safe choices is very recommended. One slayer gets in, the match starts to get really ugly. Why?: Slayer can only hurt you if he touches you(lack of projectiles) so keeping him away is your only choice. Author's note:This is the 1st match-up I will be writing that is not in favor of Faust(in my opinion). As a result, I will be posting up videos at the bottom of Faust winning against slayer and him losing. The reason for this is because I will show you what happens when slayer gets in and why it is so vital to keep him out. a) Zoning *On the ground/In the Air -5s(far): This is just a great move in general but is definantly not to be abused in this match-up since slayers dandy step and Big Bang Upper dodge this. That is a mistake you cannot afford . Only use it when you can anticipate a jump or he has no tension for BBU and no room/reason to Dandy step. -2HS: This move is great for stopping and punishing dandy step. The only problem is that it doesn't stop him from jumping . But it does cover the ground very well so use it for any hints of ground advances and dandy steps. -2P:Good move for punishing blocked mappa's and stopping BBU. But be careful since Slayers 2hs and 6k go right over this move and both lead into large amounts of damage. -j.2k: Another great move for beating 2d's, dandy steps on their start-up and incoming mappa's. But use this very fast and low to the ground since slayer's 6p eats this move up for breakfast, lunch and dinner leading into 90% prorated damage. -41236k: The scalpel pull is also great if you can predict his Dandy steps, but tread with caution since he can 6p it for a combo even if it's full screen!!! -FDC J.hs: This will stop(if timed well) a good amount of his air progression when it comes to his low IAD's. Keeping items out at all times always help when dealing with Slayer in the air,but stopping his ground game takes a little bit more skill and finesse. *Items Listed from most important to meh... Best: Little Faust, Robo-ky and Potemkin Why?: They control the air and ground taking away Slayer's aggressive offense. You can somewhat move freely around depending on were the items are. Always keep by Little Faust and Potemkin when they are patrolling the floor since they can be your little barrier against his attacks from the ground and keep a diligent eye for any air attacks. This fact alone makes this crew amazing to have around. Better: Bombs and meteors Why?: They attack on a large scale and it is sometimes hard for slayer to escape them do to his lack of speed and short ranged air dash. Watch out thought since Slayer's back-dash can go through these items, so don't let yourself be off guard. Rush his ass down!!! When Meteor's are out you carefully plan a way to get closer inside to setup a little pressure. Bombs, you super jump into dash and throw a bomb bag to keep him grounded or fall back down. Good: Hammers, Tarai's (bedpan) Why?: These are great for stopping his close to medium range pursuit. For instance once you finish an air combo that doesn't end in knockdown, he will try to advance and throwing out a hammer can halt this immediately and may create a counter hit for good damage. The Tarai can also stop this but it takes more time for it to come out. Crap: Coins, Doughnuts and Candy. Why?: Coins aren't that bad since they act similar to a hammer but negative since they stay out longer if missed. Candy and doughnuts are kinda self-explanitory but slayer can actually avoid these pretty easy because of his dash, so he can stop your item throwing longer than you would like. B)Anti-Airs/Oki *Anti-Airs Slayer is kind of weird in the air since his jump HS is such a great move. The way to properly counter this move is strict timing and knowing when to go for it and not. -6P: an amazing move that can stop Slayer's j.hs right as he trying to do it over your head. Watch out though because if done late you could eat a serious counter hit into massive damage and then a knockdown. So yea.. watch it. The best way to practice when to do it is training mode. Record Slayer doing j.HS at you in multiple different situations and find the best timing for yourself. -5k: Another great anti-air against a low to ground air dash by Slayer. This is most useful when you block slayer's guard strings and he tries to close the gap quickly by IADing in with j.HS to continue his pressure. This 5k is fast enough to stop this and end up into a great situation for you. -K on Pogo(headflower): A great anti-air against slayer if your on pogo and he's above you. But it won't work as effective if he is coming straight at you so, use this carefully. -2k: Another awesome move that can repel j.HS very well even if pulled out a bit late. But... it doesn't have amazing combo/knockdown abilities so it's not completely wonderus. But it is the most consistant no matter were he is coming from since it will usually win or exchange with j.HS. *Okizeme!! -fdc j.k: Not a horrible move obviously, a very fast over head but if the slayer is trying to mash out a throw, his 5HS will beat it . So only do it against a well trained slayer that knows he's not gonna grab you on wake-up. -Drill-Cancel j.d: Another tricky move to pull of but does a better job of stuffing mash throws on wake-up. This move is performed very similar to fdc j.k but is alot easier input wise. In order to do this you cannot have burst since you are hitting kick and dust very close together. On wake-up 9(jump forward)-1(down-forward)k-d. The 2k will be canceled by the Dust itself instead of Faultless Defense and it has the same gravity as a FDC. The lower the better for this move since it increases combo-ability. If it was a counter hit though, they are staggered so do whatever you want(5d,6hs) into a damaging combo of your choice. -Fake Cross-up Fdc J.d: This is a move you see ElvenShadow use a-lot on wake-up and I dabble into it time to time. It's really more of a gimmick to catch a mashed out throw or bait a DP. Not really should be abused since it can be Air-thrown on wake-up. -2k: The best and safest Okizeme technique you can use in this match-up. This used as a meaty keeps Slayer in place and discourages him from doing something crazy on wake-up like Big Bang Upper or dandy step. It has decent range so him back-dashing out of it isn't very safe so he's gonna stay right there. C)Dealing with Slayer's Mix-ups and other stupid shit you should know about the Vampire. -(Slayer's)6k:Well shit, this move can be done a bunch of different ways. It can be feinted leading into a throw,Bite or low, it is throw invincible so yeah don't try to grab him and it just has great potential to lead into anything. It will be the most effective Meaty Oki he can use. What i usually do after i block a 6k i have the option to Mettakiri(214hs)if he wants to follow it up with 5s or j.2k since it goes over his 2k. If he dashes in for a grab or to get behind you Mettakiri usually takes care of it. *moves that can also be fiented for the purpose of gimmicks -5d -K mappa -P mappa -BDC(back-dash-cancel): Tricky little bastard this move is since he becomes invincible for a bit of time, if you don't know Koogy explains in the Slayer Forums like so. So yeah it's a great move, but doesn't give him a great advantage like it used to. But you should still watch out for it since he can bait you into a BDC bite after a blocked move like mappa. Or aviod a long range poke by BDC'in k Mappa. -Establishing momentum: This is very important in this battle against Slayer. Rarely do you see a Faust coming back from all odds to beat this monster, so keeping a lead early on is the best way to victory. Usually the very start of a round will tell you how the fight is gonna be, so make sure to start off safe and try and find a way to get him off of you early. -Slayer's come-back potential: I have seen and experienced soo many times Slayer just get in one lucky hit and take it all away. I don't think any other character in this game has the ability to comeback and win like Slayer does. Just because you have shitloads of life mean nothing in front of a creature that does 240 damage on average. Never ever count Slayer out, because if he gets the jump on you and has tension to back it up, he might as well have full life and you are cannon fodder to it's defense. Vids: Winning!!!: 1. あーるえふ[R.F](ファウスト) vs hikaru(スレイヤー): http://www.youtube.com/watch?v=CcWr_Lxcqxw 2. R.F(ファウスト) vs SPIKE(スレイヤー):http://www.youtube.com/watch?v=r3F7fbmFH-0 3. きあぶい(アクセル.える(ロボカイ)ダウト(スレイヤー) vs ekiちゃん(ザッパ)R.F(ファウスト): (Starts at about 8:13min) http://www.youtube.com/watch?v=6LWbKV7ZMAk 4. 辻川(スレイヤー) vs R.F(ファウスト): http://www.youtube.com/watch?v=6AtSMWCkhwk 5. Senkei(ファウスト) vs Mak0infused(スレイヤー)*starts at 4:22: http://www.youtube.com/watch?v=chctX0ejLOw Losing!!!: 1.辻川(スレイヤー) vs R.F(ファウスト):http://www.youtube.com/watch?v=WLbKwoLEXfg 2.じろー(スレイヤー) vs R.F(ファウスト):http://www.youtube.com/watch?v=9BwAkWDANKc Finished... Any Q's about this match-up shoot em here
  15. v. more laters
  16. v. more laters on the robot ky
  17. v. more laters on why testament is better than you
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  23. v. Purpose: This one is kind of Odd since Faust really has to rush this bitch down. Why?: If you don't rush her down she will fucking murder you with hers. Use range, items and heavy hitters(she is one of the easiest to dizzy in the game) to keep this Flying Marvel Whore wanna be down. a) Zoning/Getting her down. *5k: This really rapes her bad. Best anti-air move against her next to Fdc j.HS, beats out most her air normals if done on reaction. *FDC j.HS: This is a great fast move that can destroy fishes/stop air progression, and keep her locked down. *FarSlash: Believe or not this move is going to get you a-lot of counter hit's if placed right since it beats out a-lot of her moves(including her rush in raper*ice spike*). Be careful though because if you do this too close she can either: 6.Punch or 2.Slash and make you whiff or 2d which goes under it and knocks you down. b) Keeping her down/scoring hits!(This is for when you've knocked her down and proceed to apply dat pressure). * FarSlash: As i have said before, great move. Stay in medium to medium-close range and whore it out. Cancel it with item or if item is out cancel it with 2k. If placed right and done well they shouldn't recklessly just jump. -Why not? Say it's a hammer, they get hit. -Say it's Po, Robo-ky, Mini Faust or coin, they get hit. -So unless they wanna take a hit or even worse a counter hit(which just makes them 2 steps closer to dizzy), their gonna stay right there. - Also, cover any gaps with FDC. j.HS to make sure she doesn't even think about moving. *Long range Fdc j.k:This isn't easy at all, so it should only be done if you can do it no problem. This creates a fast, long range overhead poke for Faust. If timed/done right, this can score hits with your items or combo it into FarSlash(Yes, this is possible but you gotta do it right. Practice, Practice!!) which leads into more pressure and/or items. *Bomb Bags: Once you knock her down from a distance and need to cover ground you can either throw an item and run in like a mad man, or you can super jump - dash - and give her that pressure with a bomb bag(After bag is thrown, fall down with HS *fdc if needed*). *How to score a long range Knockdown(!41236 k!):She is going to try and get away from you and create space so she can set up her assists(Fish, Electric Arrow head*windows xp*, and spinning cart wheel thingy*)either by air dash or back dashing. 41236 k(scalpel pull) really stops this attempt to Zone then rush. It almost always catches her leading into a knockdown(if in air) or the completion of the full move(in back-dash). -how does it hit her on her air dash?: well it's kinda simple if she dashes like she usually does it will be low to the ground. Because she needs to create space fast and land so she can get assists out and start to ball on you. This really catches her good. *Super Jump HS:If dizzy somehow jumps out of your pressure which she might at times, super jump HS. This is great since most of the time she'll be trying to get away so it will giving you a free hit. It's also very good after air combo's since she will be trying to do the same. c) Dealing with her Pressure. *Fish: Yeah once she get's the Fish out it's starts to get kind of scary, since she starts rushing you like a 28 days later zombie:gonk:, but stay calm! If you time this right you can at least eliminate one of her forms of pressure and deal with the other in a somewhat safe matter. If she's coming from the air dashing in, you might have a time frame to sneak in a 5k. -If you do it before fish becomes active with hits(before or inbetween reps), and she's coming in to attack this can counter hit her and send her flying far away(you may take a hit from the fish, so only do it when it won't kill you). Now once this is done you need to kill that fish quick and find a way to get in fast. If you can't in time relax and try to catch her with a scalpel pull, but make sure you at least get an item out. - If she's coming in from the ground then a multi-hit fast move(5hs) Might be able to force her to block and destroy the fish at the same time , but that is very risky, so the other option it just to watch out for high's/low's and this dumb bitches grab. It's got amazing deceptive range she can grab after pressuring from the air, Inbetween hits of any of her assists(mainly fish:arg: ) and just when she feels you are just sitting there blocking -Her dash is also good so if you want her stop from coming in and stuff the grab attempt with 5p. Don't use 2p since her dash goes right over it:gonk:. - Fish also at times go off the screen and when you forget about it, your about to rush her down, and it bites you in the ass, fucking up everything. <->little trick<->: you can duck under the low laser fish and avoid her arial moves if she does them too high giving you the chance to destroy the fish and watch her overshoot. *Electric Arrow Head(Windows Xp..Fl joke:keke: ): This isn't really that bad of an annoyance since you can move faster than it and duck it in most cases. Just watch out for her using it as a anti-air or decoy. As soon as she throws it out it becomes active and can rape pretty hard until she decides to release it or you make it go away(get hit/hit her). And her freezing you with super is annoying also. - Freeze hit-: When Dizzy does the exploding ground super she can actually shoot a fish or a Windows XP at your ass and if your moving/jumping or whatever, your body freezes from the super but the Xp/Fish keeps moving and registers a hit. *Bubbles: These are nice little Floating Air Mine's that are only active when Faust does a move that can damage himself(Bomb Bags, Time Bombs) and anything Dizzy can damage you with. So watch out for her trying to detonate it right in front of you. !Example:Throwing it out while she's air back-dashing and then detonating it with her J.slash(it's got far-range). Your trying to rush in, get hit and she gets a free combo. So find a way to get rid of them by using the Bomb's or Bag's or wait's till she does. *ForceBreak Bubble: Same as normal bubbles, but is a pink color and hones directly on to you(sort of like Bridget's yo-yo lock on dial), but chases a bit longer. *Wheel: This move has 2 versions one that goes up then even higher, and one that goes up then right back down. These are kind of pain since it's multiple hits and covers a huge area. If done close to you to reset pressure, DON'T JUST SIT THERE!! if done fast enough Farslash and 214d(HandSlap) will exchange leading into counter hits and knockdowns. *DoubleDash: Only a few characters have been blessed with the double air dash and one of them is Dizzy. This helps her close space to rush you down and to also mix you up(fuzzy). *- So watch out when your blocking her shit since she can look like she's going low after a j.2s but can dash one more time and hit you with another. *-She can also just do an empty air dash with j.2s thinking you can rush in and dash again immediately and score free damage.(I'm no dizzy expert i just see this shit ball on people all the time) *Items(Faust): Always have items out when you can. This should be a dogma for everyone for Faust's match-ups but for this it's very important since they can sometimes stop that dangerous rushdown. *NO-NO's: - Dead Angle's: cause they get eaten by fish, then you get raped. - Item Throwing closer than far range while she is active: Just because of her speed she can come in and punish fast. Jeeze well that's about it:sweatdrop: Enjoy a vid from the Master of Faust putting these tips to use. Vid Examples: * - RF(Fa) vs Miyako(Di):http://au.youtube.com/watch?v=bqu2qGP5K_c * - Miyako(Di) vs RF(Fa): http://au.youtube.com/watch?v=JmCQzMkV9r8 * - Alex G.(Di) vs Senkei(Fa): (1)http://www.youtube.com/watch?v=gFXE5...eature=related (2) http://www.youtube.com/watch?v=YjTLLiyjH4c
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