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Wirya

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Everything posted by Wirya

  1. Wow, never thought of using it's late for fuzzy guard thing.
  2. Cancelling j.2K with faultless defense, and immediately doing j.K afterward.
  3. 5K is +3 on block, 2K is +4. 5K-6H is a pretty good frame trap; you can yrc the 6H to mess with your opponent, or you can cancel it to dandy step to start a guessing game. But if you wanna be scary up close, you definitely need to learn backdash cancel.
  4. If you're talking about the visual cue, then you'll see Faust stopping midair and any momentum will be gone. If you can't get the drill cancel right, it might be because: 1. You don't press K and the other action button consecutively (probably you press them at the same time); 2. You don't hold down 1 (probably you let it go too quickly).
  5. Yeah, DOT is like Slayer's only reliable answer to Gunflames.
  6. Vs Sol, you need to outpoke him with your normals while maintaining a safe distance (Slayer's normals are better than Sol's). VV can be a pain, so do not try to rush him down, unless you have tension for yrc/rrc, I guess. Always be prepared to anti-air him too; one mistimed Riot Stomp can make Sol eat a big CH off Slayer's 6P. Ky has better normals and better projectiles, but a worse DP. So that means you can play more aggressively against him (and you should). A bad DP means that Ky is more vulnerable to mixups and oki's. And thankfully Slayer has good mixups and oki's. Outside of in combos and oki's, you generally don't use dandy steps much unless you have meter for rc. If you do have meter, you can do some crazy stuff with dandy steps. 1. D-step into option select pilebunker/yrc; 2. Empty D-step into yrc just to mess with your opponent's mind; 3. D-step into helter skelter into yrc; 4. Etc. If you're at neutral and don't have meter, you may try to land Under Pressure off a dandy step if you feel gutsy enough. (If you can make your opponent block under pressure, it's a happy day for Slayer since his mixups off that move are crazy.) You may also try doing d-step into helter once in a while, since helter recovers fast.
  7. Yes.
  8. Slayer's mixups off dandy steps are strong now that Under Pressure is +0 on block (it's pretty ridiculous if you think about it; they made it -3 in Slash and AC for a reason, you know) and It's Late is +5 on crouching hit. Being able to omit Under Pressure and instead go for a FAST cross-up (it's at least as fast as Anji's cross-up off Fuujin) that's completely safe on block (+12!!!) is just.... EDIT: Oh I know what I want to see in Revelator! Helter Skelter off Under Pressure! ...Too much?
  9. HS is rather fast, so unless you're getting predictable with it people won't just mash 2P to stop it. If they guess wrong they may eat a big counterhit off pilebunker or something.
  10. Please stop underestimating Helter Skelter, lol. And no, I think they got rid of the forward dandies because they gave Slayer long dash for crossing up people.
  11. And the tail projectile still comes out?? Hahaha that sounds hilarious
  12. Eh, why bother hitting them with just the tail? lol
  13. Being so high in the air is never a bad thing for Faust, so one more reliable option (214S) to get into that position might be nice. But I agree that the buff to 214K and 214P is kinda meh, lol.
  14. Nevermind
  15. You land 214H as a part of your mixup game (preferably after you throw out an item). To do a fast low drill cancel, just jump and immediately do FDC j.2K followed by j.K. So you need to press 2 K's quickly in a row (hold 1, slide from K to P and immediately press K again). Faust doesn't usually need RRC (yrc benefits him more). One good RRC combo is: (any lv.2+ ground normal) -> RRC, 41236K.
  16. After the game decides that metagiri connects (the "grab" part), there seems to be one or two frames before the actual spinning slash hits. The delay wouldn't exist if metagiri was a true command grab (but of course it's not a true grab, or else you wouldn't be able to burst out of it). It's rather like Kasumi Todo's grab from KOF series, lol.
  17. Yeah, XX style surprise overhead j.K is pretty sick. And even with added recovery on bomb bag (which at first glance isn't trivial at all, since they didn't add just 1 or 2 frames, lol), the move is still useful and essential. Wow, I mean... we had been throwing out a broken exploding projectile since XX and we didn't even realize it was broken (how could it not be if it's still pretty fine post-nerf?). lol!
  18. I'm pretty amazed by how perfectly fine Faust is post-patch. Bom bag nerf isn't bad at all (yeah, yrc isn't needed), you can mostly ignore the overall damage nerf, and f.S is still annoying, lol. Haven't played with the improved FDC j.2K yet, but overall my impression has been pretty good.
  19. If you can, safe some tension for blitz or dead angle. At mid-range, don't try to out-poke Sol too much (by spamming f.S, for example), since his Grand Viper can ruin your day. Throw out some low normals (2P is a great choice) to make him think twice before doing it. Forward crawl can put an end to Sol's pressures, as he tends to end his ground blockstrings with IAD or bandit revolver. But watch out for wild throw, though. A smart use of instant block into 6P can also help you.
  20. Nevermind, KP = K pile, isn't it?
  21. When the item you just summoned isn't an ass, it can help you get in. And getting in with Faust is good. Faust isn't all about keeping himself away; his mixups are strong too. Also you have some other tools to steal your opponent's momentum. Bomb bag is still good post-nerf (you just have to spend 25% tension on yrc). Heck, you can even yrc the item summon to make it safer. A careful usage of FDC j.2K to keep you airborne longer also helps (his j.D is stupid good against a grounded opponent).
  22. This is pretty much his basic gameplan, yeah. A good Ky isn't going to let you do that, though, so always be prepared to anti-air him and whatnot as he tries to get in.
  23. Stun edge should be the least thing to worry about when you're fighting Ky. You can duck under it by holding down-forward (NOT down-backward). If Ky choose to waste his time by just shooting stun edges at you, that means he's not closing in on you and therefore giving you opportunities to throw some items out (and a Faust who throws out an item is a happy Faust).
  24. I think "in a combo" means that you do the next move while still in the RC timeslow effect.
  25. Pot buster doesn't start grabbing immediately on its 1st frame, though.
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