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Everything posted by Wirya
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Is bite into BBU hard to be mashed out of by human player? If yes, I'm gonna love his bite again.
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Continuing my previous post.
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This is a compilation of posts from "Faust's j2K FD cancelling" thread. I put it here since I think the topic is still relevant in AC.
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Hello guys, my college period is over so I finally have free time to organize this forum. I've deleted some old threads and moved the posts to other threads. And I've made an encyclopedia thread too. If you guys have suggestions, let me know. Oh and I've changed the title of some threads, just to make it more informative.
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1. Do not EASILY make new threads. 2. Please keep every discussion civil. 3. For discussions about Faust in older games (before GG XX Slash), use the thread available and do not make separate threads (for matchups, combos, etc).
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I. ABOUT FAUST II. MOVES II.a. Normal moves 5P : Good poke. Quite safe on normal block. Decent priority. Jump-cancellable. 5K : Good anti-air. Jump-cancellable. Decent priority. On counter hit it makes the opponent stick to the wall. 5S© : Good priority. Quite safe on normal block. Jump-cancellable. Can be used as a relatively strong anti-air, if spaced right (which rarely happen). 5S(f) : Great poke vs ground. Great range, but is quite punishable when whiff. 5H : Great poke. Great priority, and it hits 3 times. Great vs opponent on ground, and also a good anti-air too. Safe on normal block. 5D : Has invincibility effect (against strikes, not throws) when he's spinning (which starts at the beginning of the move). Safe on normal block. 2P : Good poke. Hits low. Decent range. Quite safe on normal block. 2K : Hits 3 times. The 1st hit is jump-cancellable. The last hit is low-hitting and forces the opponent to duck. Decent priority and range. Good anti-air. Quite safe on normal block. 2S : Jump-cancellable. Decent priority. Staggers on counter hit. Decent anti-air. On aerial hit it sucks the opponent in. 2H : Decent priority. Good range. Has a short active time, so it's rather easy to whiff. Not really punishable on normal block. 2D : Decent priority. Good range. Jump-cancellable. 6P : Great anti-air. Great priority, decent range. Has invincibility effect (above feet) before it hits the opponent. Has a long recovery time, so it's dangerous when it whiff. 6H : Overhead. Highly damaging. Great range and priority, but it starts up quite slow and is quite punishable when whiff. j.P : Decent priority. j.K : Decent priority. Jump-cancellable. Good range. j.S : Good range. Does not hit the opponent when he/she is close to Faust. j.H : Great move vs air. Great range and priority. Quite damaging for an air normal move. j.D : Great move vs ground. Great priority. Can quickly make the opponent dizzy. Knocks opponent down on air hit. Staggers on counter hit. j.2K : Great move, especially vs ground. Great priority. Is NOT an overhead.
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At last, I found the exact timing of his 2K gatlings. It's when he pull his legs back. lol sorry if this has already posted, I just wanna share my experience ^^ I can do both 2K-2D and 2K-2H easily now, yeah I'm so happy. But I still need practices to make 2K-2H combo. Oh and I read the Slayer AC 101 thread, it says that DHD can inflict longer stagger time now. But it's weird that this combo doesn't work on slip recovery 3 : S©, S(f), JC, j.D, DHD, S©. I remember back in Slash, that combo works on slip recovery 3 (replace the last S© with 5K). So why won't it work in AC???
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Utilize his forward dash and back dash. Dash around, it'll build your meter fast. When you see troubles coming, you can cancel it into jump or mappa or d-step or others. Remember that Slayer has the most versatile backdash ever, so use it. You don't have to always cancel the backdash into special moves, just cancelling it into jump can help you much. @Hatred Edge : Cancelling block strings into mappa feint or D feint isn't safe, since both feints have long duration.
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What? 2K is super-cancellable?
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Don't forget that he can spam all of his air normals now =) I think it can really help in fighting Testament.
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Hello guys. Sorry I've been not active for a while, been quite busy. Sometimes I like to do 5H, since sometimes people like to immediately throw an attack on their wakeup, and 5H has enough 'priority' to beat many moves and to clash with others. If it's blocked we can cancel into items too.
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Hmm, I've tried to do his 5S(f)-5P gatling (as posted by Zinac), and it didn't work....
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AC Faust is what he should be, IMO. He has tricky gatlings now. Suit him really well. And the new slide property of Pogo has it's positive side. Now we can get knockdown out of it anywhere. In Slash there're times where the Pogo doesn't give us a knockdown. Well maybe it's a minor positive side, but at least it's there. And I wonder if the new explosion FB can be useful. I mean, it seems to hurt Faust too. Or maybe there's some trick in it?
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2 more posters :
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- humor wasteland
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I bring more posters ^^
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I have some posters too ^^
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Slash black suit rocks, one of my fav. I like #reload Icy Blue Faust too, although my friends said it hurt their eyes I want to make a Faust guide, but I'm still quite busy to make a long post now. You guys can help by posting some useful tips you know, like some good combos or tricks. I'll try to compile 'em if they're good.
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@rtl42 : Thanks alot ^^
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I need some good slash Venom CM's, thanks a lot to anyone who can upload it.
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How's Faust doing against other characters? I haven't watched enough match vids, I'd like to know if there's any characters who give him troubles.
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Those cat slayer shoryuken & cat grand viper have made my day ^^ TRUTH
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Or maybe we can use the ground flower after pogo to relaunch the opponent. And does Faust have a new item now? I saw something that looked like a box, hitting the opponent like the hammer but a bit slower.
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2D->2S? 2D->5K?!? SHIT!
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lol don't let Daisuke know it yet
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I think the amounts of extra hitstun of ground CH and air CH are different. For example, Slayer's 5P. When we hit an aerial opponent with it, we can't combo into 6H afterwards. But if it's a CH, a combo into 6H is guaranteed afterwards. This won't be possible if the extra hitstun of air CH of lv.1 move is +0.