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J00!!!

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Everything posted by J00!!!

  1. Anyone? Is there a consistent way to go into the puddle unblockable after a CH s summon? (See my post further up for details.)
  2. Hey everyone, I've got two questions: After a 22s knockdown if I'm fairly close to the opponent would I have enough time for an unblockable on their wakeup? Like run up > summon > spit ball + 66 5k. It seems that they wake up too early to make the unblockable meaty, meaning they could sj. away or maybe iad back. So is it best just going for a summon mixup after a close drill kd? I've been trying to get an unblockable after a CH shadow S but I'm stuck on how to go about this. I've been trying to run up 6p, 5©s, -S-, jc. k - H, -S-, shadow gallery 1 hit into puddle unblockable after the CH wall bounce but I'm stuck on jc'ing into the air combos. What happens is that after -S- the opponent is launched too high into the air for me to follow up appropriately (I might get the jc. k - H once in a while, but in those cases the 2nd -S- will whiff). What am I doing wrong?
  3. J00!!!

    Eddie Q&A's

    Teyah: Hey, those are some great (and creative) ideas to make sure the timing is correct. I also had no idea that limited guard was for the second hit; I assumed from the sound of it that it was random guard. Yeah, right now I'm just relying on visual cues to sort of assume that the unblockable is being timed correctly, but I'd rather know for certain that the timing is accurate and that I'm using the most out of my practice sessions. BTW, nice to see the Eddie guide finally up. I'm sure it'll speed up my learning curb; and I hope to see it completed in the near future. Maybe you might also include a brief section on unblockable timing for training mode practice with what you've replied with -- I'm sure there are others who'd like a more accurate way to practice.
  4. J00!!!

    Eddie Q&A's

    What's a good solo way to practice unblockable timing in training mode. Right now I just have the dummy set to no guard, do a standard knockdown with 2d, and hope the following "unblockable" sequence I do is the correct timing to unblockable. The problem is that the guard options are limited to first guard, all guard, or limited (random guard), so for most standard unblockable situations it's difficult to practice the timing with the guard options given. Basically, I'd want the dummy to not block the basic 2D knockdown, but try to guard the followup unblockable attempt on its wakeup. So what's the best way to train the timing for the unblockables in training mode? How did everyone else approach this?
  5. The handchop is good to use in some situations (e.g. CH potemkin's slidehead). I think unless the opponent is backed into the corner you can't really followup after a normal hit off of his FB chop. I know if you land it as a counter then you can followup for sure.. obviously.
  6. I'm not sure if 6p would be a good option in most cases. I don't know the frame data on that move but it seems to come with quite a bit of start up and recovery. It's a good move if you see something coming that can be countered by it, but for quick defensive measures, it might not be so good imo.
  7. I don't know if 2k against Pot for the "entire match" is a good idea. Faust needs to zone and stay away from Pot in general, but his slidehead will present problems in doing that -- 2k abuse will leave you vulnerable to slide>dash break>otg combo. I usually see a lot of j.h against any attempts to get in from Pot. I also see an occasional "random" 236s canceled into item or just hop off if it gets blocked. I'm guessing this is a preemptive attempt at stopping slidehead attempts from close/mid range. In general, I see a lot of zoning/turtling with items, "random" pogo, and j.H's. Anyone have thorough match experience with Pot? Does what I've described confirm your experience? Any detailed gamepla[finput][/finput]dvice against Pot? I also have problems with Axl (as one of the above poster) and Anji (yeah.. Anji). Basically, against Axl I try to do the usual zoning but I get stuffed out by random far pokes. If I get in mid range I have to deal with his 46 chain move, 2d, 5s or whatever. Anji... I get autoguard outta most offensive attempts by his many autoguard moves; if I get knocked down, I get rushed down by his mixups (and not knowing his general mixup patterns doesn't help either. fuck. I guess I gotta do more homework now and look into anji.). P.S. In certain cases, a well timed 5D can easily escape slidehead. For e.g., after pot buster potemkin tries to slidehead as you're waking up -- you see it coming and hit 5D.
  8. What's wrong with just FDC j.k, 5p - 2d? Whatever floats your boat I guess.
  9. Just wondering if there are any list of common pressure strings or moves Potemkin can guarantee pot. buster after IB. Or along the same lines, back dash to avoid moves (I can only think of sweeps but I'm sure there are more) and pot buster right after. So what are some basic attacks/strings he can IB or back dash -> pot buster? Some general guidelines or a basic list to start me off would be greatly appreciated.
  10. Yeah I think this is a video posting/video discussion thread -- not a "Who's the better player?" thread. Thanks for those videos Zinac. On a side note: I believe Faust is at his best when he's zoning. Sure he has decent mixups after a knockdown, but sometimes the risk/reward factor for getting the damage off of his mixups is not as strong as some other characters. And depending on the matchup, it'll be better to focus more on good basic zoning than going for fancy mixups.
  11. uremong: Yeah, I sorta figured it wasn't too great. I know the range sucks compared to Dizzy's for example. Only times I really got off an air throw was when it was very obvious. On another note, I was wondering if 5Hs would go over certain low attacks like some character's low dust. I'm sure it'll be situational, but has anyone used it consistently in certain situations or against certain character's low attack?
  12. I think Teyah's still working on the guide, but if you really want to learn Eddie you wouldn't let that stop you.
  13. I hate getting crappy items against Slayer (well anyone actually). Once they see that Faust threw out a donut/coin they typically start charging in. Of course, Faust has enough great normals to counter their offense, but he really needs to pick his spots well. Mistimed normals, accidentally whiffing a normal with recovery, getting caught while trying to super jump away... those are just some of the things that can go wrong. Scalpel pull is alright at times if they're full screen away though (e.g. you throw out a coin full screen and scalpel pull right after). Sorry I don't have much specific info. on the matchup. In general, bomb bags seem to be good (just as long as you don't start being stupid with it) as well as the occasional j.2k as someone mentioned. If you have chibi faust/chibi whatever on the ground, you may often catch them with a FDC HS or air throw as they try to jump over the item. Overall, I'd say it's more about noting how the other player likes to react to certain situations you put them in and how they generally react to your pressure and using that info. to predict and counter. I don't think Faust has anything really abusable against Slayer so this is what it'll come down to.
  14. Are there practical impossible dusts for Faust or is his standard dust combo better? From what I know there's no way to get a knockdown from his impossible dust (I could very well but wrong though). P.S. Anyone know the range on Faust's air throw or how it ranks against other character's air throws? From what I know it's not that great, but I'd be open to hearing any input.
  15. 5k against Slayer's IAD HS is beatdown for Faust -- I got focked up enough times trying that to know. 6P against Slayer seems better, but not by much; you'll most likely trade and both of you will take damage. Perhaps I can air throw, but I haven't tried it enough times to know for sure and I don't think Faust's air throw range is too great (anyone know?). Sometimes if you find yourself near the corner with a Slayer player moving in (depending on circumstances, like lack of good items on screen) they can sometimes just whore that j.HS. And of course, they hit you once, you lose anywhere from 40% to half life or more while in general Faust may take off 25% off a random landed hit. I'm just saying that this matchup isn't necessarily in Faust's favor; he needs to be on his toes 110%, reacting appropriately to Slayer's movements and zoning him the fock out like there's no tomorrow -- Slayer often only needs to get in three/four times to win the round. Edit: Thinking back, maybe no so much IAD HS, but Slayer's BBC j.HS that you should be wary of. Either way, that crap is annoying and trying to 5k it is never a good idea.
  16. Alright, which move is Ouren and which is Youshijin? Is Ouren the HS counter?
  17. mid-screen you can do FDC j.2k > 236D > P (face punch thing) > S (ground flower) > 99 > P > S > Going my way. 154 DMG on Sol. Is it just me or is comboing after an overhead FDC into a ground slash just not practical? It seems there's not enough hit stun from the overhead 5k/2k for the ground slash to combo. It's easier with a ground 5p since there's less start up on 5p than a 5s. I guess with his new pogo Force Break we have the option of just comboing into that after a overhead FDC for a sure knockdown.
  18. "Drill cancel?"
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