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Senkei

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Everything posted by Senkei

  1. v. reserved for laters
  2. v. Purpose: Making sure Potemkin never gets in ever! Once he does the match starts to go downhill. Also, if you have the opportunity to rush him down do it and don't stop! *Techniques* A) Zoning/Not getting knocked down. *Pogo: When throwing items out instead of just doing 236p, do 236s ->D. You throwing items off of pogo help you not get hit by his slide-head. As a result it takes way more time to get an item out but it's safe and keeps him from getting in for free. *Items: Just as important as it is to get on pogo for items it is to make sure they come out. Far to medium far range is best when throwing items since Potemkin excels at medium to close range. Due to the lack of Potemkin's mobility, the more items out the less that huge fuck can move, which = win . *FDC/Ai(Bomb Bags): Fdc is very useful in all of Faust's match-ups but it can be costly since your a bit of a sitting duck in the air for his Heavenly Po buster and Heat-Knuckle. Bomb bags on the other hand is a great tool for Faust esp. when it comes to closing in on Potemkin. By throwing them at a high altitude, it turns Potemkin's mobility from crappy to worse. This can be used a-lot to completely halt his progression since Hammer Fall can be stopped by this 2 hit move. ~Be very careful though if the Potemkin starts using F.D.B(flick) this useful tool can turn the tides against you. This allows him to reflect the bag's explosion and it comes back at you as a projectile. So be smart when choosing to do it. F.D.B can also reflect: Hammers, Little Faust, Meteor's, Time Bomb's and Tarai's(bedpans). *Useful Pokes: - 5-Slash(Far): Great poke that beats out a lot of his normals when trying to progress. In the case when he does hammer fall you can cancel it into either 2k, 5hs or 5d to score a combo. -FDC j.hs: Any short jumps or slight ground advances get stopped by this move because of it's range and speed, but be weary of slide-head since it goes right under it along with 5S(far). -2Hs: Also a great move for keeping him grounded and locked down to continue pressure by canceling it into item or 5p. -5p: A great move that is fast enough to beat most of his ground normals. It also is great to start the match out with if he stays on the ground and it can be canceled into 5s->item or 2hs-> item. B) How to deal with Slide-head setups. * The slide head set-up is listed first and then is explained how do deal with it. -6hs->Slide Head: On wakeup you can IB into Jump but you are vulnerable for his bait into heat fist......soo good counters to this are as follows: 5d: It goes right through the 6hs and slidehead for a free dust combo. 2(Duck): this goes right under his 6Hs. *If 6HS is blocked: 236S(Pogo): Even if you didn't Instant block the 6hs, Pogo will still go through the slide head part since he's air-born pretty fast! -Meaty Slide-head: Can be done anywhere on the screen. This is a great tool for Potemkin to get in, but Faust has very good answers for this set-up. 5D: Because of the invincible frames it has it can go through it on wakeup. 236s(pogo): Same reason as stated above after a blocked 6hs. Wake-up Giganter(Mirror super)->Slidehead: There is really nothing you can do about this if timed well except if you have 50% tension: Dead Angle: If you dead angle the mirror it will go through it and hit potemkin dodging the attack. Shigekiteki Zetsumeiken(236236S): If you want to have the chance to hurt him this scalpel super will go right under the Mirror and if he isn't blocking because he wants to slide head, it will hit him. The tricky part is just not to get an angel. IF connected this will do massive damage since you don't even need to FRC this super in order to do more damage. Now since PO sits there for so long after, go into 236s(pogo)->k->hs for about 220dmg. C) Anti-Airs/Okizeme *AA's: -2k: Exchanges with or beats Po's jump Slash and Hard slash. -5k: Not really a great anti-air in this match. -6p: Beats or exchanges with damn near every Air attack Po's got. Just be careful if he is doing a Jump D right over your head because the 6p might not hit it. Oki* -2k: Great move to keep him on the ground. But this move can be backdashed and nothing but large amounts of damage are waiting for you(Po buster) -Fdc j.k: Another great fast overhead that leads into potemkin only combos for great damage and knockdowns anywhere on the screen. But it can be back dashed also so watch the fuck out! * Dealing with Po's back dash and Giganter on Okizeme: -After knockdown if close, aggressively run at Potemkin. Right as he's getting up he'll be committing to either: Stay, super, backdash or Judge Gauntlet(Auto-gaurd forcebreak). By doing j. 236d(airpogo) it helps avoid Po buster, super or the forcebreak resulting in either damage and/or aviodance of being countered on Okizeme. Finals Thoughts: This one wasn't in as much detail as i'd like but it covers most of the problems that faust would run into this match. Overall it's Faust's match to lose, so as long as you don't make too many costly mistakes it should be pretty easy, just takes a little getting used to. Vid Examples: RF(Fa) vs Tara(Po):http://au.youtube.com/watch?v=mRYNdjFyIdw RF(Fa) vs CPO(Po)*2 matches:http://au.youtube.com/watch?v=bgHMTvd7S4g , http://au.youtube.com/watch?v=vnPP0lVMA14 RF(Fa) vs Kawin(Po):http://au.youtube.com/watch?v=WvGyqEdR0PQ RF(Fa) vs ガリレオ(Po) Starts at 3:48:http://au.youtube.com/watch?v=Aja7XBYXAOk Senkei(Fa) vs Ben(Po) Starts at 8:30 on vid 1 and ends at 2:30 on vid 2:http://au.youtube.com/watch?v=chctX0ejLOw ,http://au.youtube.com/watch?v=gFXE599CKjM
  3. v. reserved for more laters
  4. v. Purpose: Faust playing at it's most pure. Focusing on keeping Sol away at all times, and never coming to him unless he's dizzy/knocked down. *Techniques* a)Zoning: Keeping him away at medium to far range. *On Ground: 2hs->5p/2p Keeps his ground game at a halt. -2hs at the right distance stops Grand Viper, Gun Flame and any other normals he tries. *In the air: 5k,6p,2k and fdc j.hs. - 5k beats his jump slash and jump hardslash - 6p and 2k beats/exchanges with both of those - Sol's jumping Dust doesn't really get beaten by any of these just either wins or exchanges. *Scalpel Pull: Be weary of using this move against the Badguy because he can Grand Viper under it for some huge damage, so yeah try not to telegraph it b) Items/when to throw *Medium-Far -> far range only: Exceptions are obviously when he is knocked down or really high in the air after a combo, and when they are canceled from a normal at a safe range. *Poison: i like to use this item as a sort of saftey barrier so i can throw more of them. This is not advised against Sol though because he can just grand viper right under it. So when poison comes out your not safe from him coming at you from the ground. *Candies:Suck, grab em if ya can. *Robo,faust,Po: make sure you stay with these guys(Po and faust on the ground and robo's cover in the air) because if sol goes on the offensive, which he usually does, you want some help. So make sure you keep him in front of you and your items. *Bombs/meteors:These are great too but a cocky sol might see an advantage to attack you when you least expect it. Stay on your toes and try not to get grabbed or Viper'd(yes he can Viper through Bombs and meteor's:vbang:). c)Avoiding/dealing with pressure *GunFlame: Block, Block, Block! If he doesn't frc it and does it far away enough you can jump over and 2k->going my way. *normals: Fd on strong hits(2d,5hs,6hs) the farther you push him back the more chances you have to see whether he is coming in for a wild throw or not. Don't try and grab him back, stop him with 2p into knockdown. *Riot Stomp, Bandit Revolver/Bringer: You can duck under these and punish Sol(test these in training mode so you get used to the timing of when to attack),you can also punish his normals in the air by ducking low if he jumps too high. d)Okizeme *How to Bait Volcanic Viper:Once Sol is knocked down you can... -Fdc Feint: Fake like your dong fdc j.k and do it high enough so you wont land immediately and instead of tapping the FDC hold it down so you can block the Viper while still in the air.Then proceed to watch him fly through the air and fall into your damage.(be patient when he whiffs viper and comes back down because he can throw off your attack timing with the little kick at the end) -Crossup Fdc J.D: Once Sol is knocked down and about to get up proceed to jump over his head and once you do this he must commit to Viper or not to Viper. If he does the input for viper (and the first few times he usually will) if done right he will do the command the wrong was resulting in either a whiffed Slash/Hardslash or a grand viper. Then you can proceed to rape him. - Meaty 2k/ Fdc j.k: I wouldn't unless you wanna get knocked down. These may be useable after you condition the Sol player to not viper on wake-up but until then just stick to the above for Oki. Video Examples: RF(Fa) v. PC(So)(starts at about 1:30):http://au.youtube.com/watch?v=FDD2M5OSh9g ElvenShadow(Fa) v. Miu(So)(starts at about 2:18):http://au.youtube.com/watch?v=F3fgLaIX9f0
  5. wow Doren really that hurt the mashing and dropped combos was just too much
  6. Got some sweet shit today Baldhead fans 2 mix-ups: one involving fdc kick and the other has to do with a difficult frc #1) im sure some of you have seen this 1st one im about to mention 2k(j) fdc jk -> B&b knockdown or air combo this can only be done if the first hit of the 2k is landed either hit or blocked *only characters this can't be done on if there crouching are the following: (for some reason the 1st hit of 2k whiffs completly:I: ) Johnny May Bridget *now this list is for those who it will hit them only if they are crouch blocking on wakeup(you can't just run up and do it has to be wakeup:eng101: ): Teste Slayer Chipp Aba Jam I-no Sol/Hos Millia this is a sweet ass mix-up because people wanna block low for 2k but then !!BAM!! fdc jk in ya face.... #2) When?: On wakeup or as a way to induce pressure How?: 6HS - 214S - Frc(1st one) - 2d -> B&B combo(air/knockdown) Why?: Hrmm, well put it this way your enemy his just happy on the fact that he blocked that 6HS... the much safer route would be to cancel into item..... but going under that blanket puts them into guessing game mode. They are waiting for you to come from above, behind them or in front...... but instead your staying were you are and then going low:keke: and if they are a smart player they should just by habit be blocking high. Why is this? because if by any chance your coming from above then they are safe. no blanket attacks lead into lows unless you make it that way. that's what 214k(frc) into 2D works all the time...they BLOCK HIGH so please reap the benefits :I:
  7. Finally a-cHo... bitches Omito (JO) vs YK (PO) Ruu (BR) vs Nezu (RO) Kabegiwa no DC (JO) vs Tsujikawa (SL) Omito (JO) vs Iroha (BA) Nezu (RO) vs Tsujikawa (SL) N-O (VE) vs Omito (JO) Omito (JO) vs Nezu (RO) N-O (VE) vs Tsujikawa (SL)
  8. best American AC johnny i've seen good stuff
  9. i hit it 8 - between the 2s-5k then 2-8 you gotta get a rhythm down, after that you can jump install off of anything since alot of faust's normals are jump cancelable
  10. it also avoid's bursts somtimes depending when they do it
  11. na it's a legit string it's my standard jumpinstall combo i do you kinda gotta change little things for certain characters but besides that yeah it's good stuff edit: nevermind i do 2d, 2s ,5k ,JI ,k ,s ,p ,k (jump),k,s,hs
  12. i think i explained this already yeah it's pretty nice
  13. Senkei

    Slayer AC Combos

    with za, and ve(havn't checked the others) you can do ex Bunker after the 6p frc and 5k-kmappa-5s-what ever ya want for knockdown and it does 260
  14. Anji's good matchup's in the game are few.. the only 2 he has in his favor are Po and Faust i can't really go into detail about Po but Faust i can Anji beats you with his movement, his invincibility to pokes and pressure his HS fujiin goes through any of your normal pokes leading into a counter-hit(2Hs,Scalpel pull,6hs,fdc hs) if he has tension these counter hits lead into very decent and sometimes powerful damage on top of that most of these lead into knockdown which is already not going well for Faust since his options are very limited on wake-up and he can basically(if he's good) pressure you into the corner and wait till you fuck up. His arial moves beat your's so don't try and contest them unless you want him to continue his pressure. his jumping is great so he'll use that to battle you in the air and get to you on the ground. i ran into this problem known as anji a few months ago when i was in maryland playing Kenji. The only way i could get him off me was slashback, because his pressure would not let me move. Even after that it was still a nightmare. NerdJosh should know what I'm talking about cause i think he played Kenji at NEC or something the way to neutralize these disadvantages would be to Pressure: 1) FD him away and try to sneak in a Low poke, everything mid-high you have is going to get raped so don't try it 2) Slashback and grab, try to get used to his pressure strings but don't try to whore this out too much since he can bait the slashback and your open for about 5-6 frames Zoning: 1)ITEMS ITEMS ITEMS ITEMS!! these are the only things that keep him from coming in and having a field day on your ass, keep him out and if he wants to try some shit from the air use 6p or 5k and hope you don't get and exchange 2) Poke LOW!! if he's coming from the ground doing a HS Fujiin time a 2k so he get's hit by the low and can't do that auto-gaurd counter into wall stick, that sucks and 2p is nice. wakeup: I don't suggest anything but 2k and fdc jk
  15. yes he can, motherfucker can fly. I don't give a fuck what the japs call it the matchup is fucking bad. with chipp and millia you at least out weigh them in damage and can have some type of breathing room. Eddie....ha ha not a damn chance Items aren't gonna keep him out forever, you miss 1 fdc HS then your done. 2HS better connect at least on block or your eating a drill then you can say goodbye far slash and 2p gets beat by his 2s for a counter-hit into a drill so long range pokes suck and scalpel pull gets raped by any drills he throws up. jk, j2k, and jD all get beaten by his 2HS(Shark!!) leading you into more crap you can't Fd him away if he does his strings properly, i can block but I'm sorry everyone gets hit by something especially when he has 4-5 different un-blockables. Faust's jump also sucks (4frames) so jumping or back-dashing out of pressure won't happen unless the eddie is a damn scrub. yeah it is def not as easy as you say it is
  16. Na Eddie i think is prob the worst, your hitbox won't allow you to escape eddie pressure and you cannot get knocked down once Millia at least you have some type of breathing room and a knockdown won't end your round....but against eddie your fucking done. after eddie it's prob a toss up between chipp, may, and anji
  17. 4Corners: Millia is bad because of her speed and lock-down, she also dodges like zappa can under certain moves that makes Faust's zoning game go from good to crappy, this impies exactly the same for chipp except for he can get into your face instantaneously. About Slayer: i dunno who Co is im guessing Colorado but yea faust can do well against slayer when you zone him but don't think that he's not going to get in.....any slayer that knows how to fight faust will find a way to get in then the match-up goes from a 5-5 to a 7-3 in slayers favor. just look at post #139 on pg 14 that should explain most of it. you wanna give him a hard time? play with May , i fucking hate that dumb bitch
  18. i'll be playing shinquickman(Chipp Player) saturday and sunday so i'll give my info on it also
  19. Not to rain on your parade but 2HS is not the slayer tamer that is an extremely risky move, like i have said before, a slayer who knows what to do against faust is not gonna be slowed down like that. you cannot in no way sit there and chill-ax, slayer gives you problems if he is not taken care of early and strict zoning is applied immediately he will be all over you like johnny on Hanna Montana Even if he doesn't have meter you do not want to be on pogo stance because of crosswise heel. Basically what you need to do is stuff his IAD HS with 5k, his over head attacks from the air with 6p and cautiously use 2HS, and ZONE ZONE ZONE Good Example:http://au.youtube.com/watch?v=k5fN5Hmh_uk any items that float in the air(mini robo,mini faust) are good to lock down the air because it stops his IAD and make him jump higher and he's easier to anit-air or go to the ground which isn't that much better but you can punish alot of his ranged moves(k-mappa and k-dandy) by just blocking low and punish ....wait if you miss any of these your life is gonna go bye bye and you have to deal with his wake-up game Good Example:http://au.youtube.com/watch?v=9BwAkWDANKc you literally have to play fucking perfect for Faust not to be in trouble or the slayer you are playing against is a retard...which is always Fun:keke:
  20. Aba and johnny won't even let you launch them after mettakiri in the corner making the combo useless after mettakiri they just drop.....but outside of that in normal combo's or hit's off of air pogo the loop can be attempted
  21. not really what you need to do is for the 5k to hit you have to HS or k while your still in the air after the going my way frc
  22. you know it's over for the slayers when they have to fight 3 po's which i guess didn't happen
  23. i can't go into too much detail right now but it is character specific only heavy characters can be looped like this Slayer, testement, po, axel,anji, Hos, and roboky basically they all need to be done in the corner start with mettakiri then 5p-2s-jumpcancel-jk-jD-236d(airpogo)-(onpogo)p,p(at the lowest point possible) the hit the ground s-s-p-s-s-p-d-s-hs some characters you have to mod it a little by only doing one bagpunch at the beginning instead of two and doing less slashes into bag punch also a side note this can be done on robo-ky you just need to change the start a little instead of doing 5p-2s-jumpcancel-k-d-236d......you do 5p-2s- jumpcancel- p-k-d-236d best is to experiment with everyone because except for maybe aba and jonny everyone can be looped in the corner
  24. i actually thought the editing was well done... the lyrics were a bit much but transferring eddie from the game screen to on paper and then the other way around......brilliant! very entertaining, if your a digital media major or some shit make sure you put this in your portfolio nicely done
  25. No the Fdc is needed to induce gravity...why you ask? because if you just jump Faust floats down with po's body...which isn't that bad cause you can K before land and then do a B&B combo so not all hope is lost...but the fdc way is wayyy cooler looking and does more damage..
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