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Everything posted by Chomite
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I'm not good with faust but these seems like general questions so I will give it a try. First two questions will answer itself as you play more. Input them slowly. If that doesn't work, just spam (236 P)x N until you get it right. This follow up gives faust a lot of tension. There is a alternative move which cost 25% tension, 236D and it enables air-combo. NO. You haven't read the guide throughly. Drill cancel is canceling j.2K into FD. Advantage is that faust can do air moves so close to the ground and also makes faust movement unpredictable. Drill cancel j.HS comes out a lot close to the ground thus, it will counter any oppoent's low air dash attempts. I for one not really fond of 2HS. Not that many active frames, seems shorter than f.S and so on. You can't throw somebody unless they are right up to your nose. Throw is never a guaranteed move. There is a tick-throw set-up which is explained in the guide section of dustloop. When you are going for throw while running, use FD break then throw. Mostly likely is that you are getting HS or 6HS move instead of throw. Every faust's anti-air has it's different purpose. 2S or 2K is used when opponent is right above you, 5K is when someone is air-dashing at you and so on. I can't say how opponent is going to punish you because each character has it's own different way of punishing or get around your 6P. What character do you have in mind? Try this easy combo: gatling into 2D - 2S - j.KPK - j.KPH. Try all the combos in combo thread actually. Faust's combos aren't that hard (well...) All of them actually. They aren't that hard and they are not advanced techniques. Maybe difficult at first but it is much easier than say, Drill cancel. RCing is just pressing three buttons, FD is just pressing two buttons(other than S+HS, any+D) while hold4 and so on. Drill cancel lol. It depends. I can't just flat out say don't use or do use. They have their usefulness. Select character with different buttons!
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You can't grab someone after air-dashing. You can airthrow your opponent when he is right above you. Try this little niffty air-throw set up for ghost, it will give you an idea: j.HS - 5K5S - j.PP - jc. opponent tech - 6(or 4) HS air throw Last edgy is useful reversal but not really safe. You can always give up Raou and use OD. But blocking is generally a good idea.
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She can use guard-cancel moves whenever she is 'blocking'. High&Low mix-up still works as long as it hits but if it gets blocked, the guard-cancel is expected to come out. That's why you can't just charge in and use moves that has bad recovery.
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Watch few youtube matches and you will understand this game is totally different. If you poke something out mindlessly, you get countered/comboed into KD and whole shabam. Two things you need to do in this game are throw baiken a lot and bait her counters. Throw out moves that have good recovery (Ghost 5P for example). Even though Baiken's guard cancel moves are good, they all leave Baiken at disadvantage if missed or blocked.
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You should always fear her counters even if Baiken doesn't have any tension. Baku is fast but it only does damage unless she spends 50%. I would more worry about her other counters. I think that you can crouch under her H counter (Ouren) but I never tried it so I don't know. Just throwing out my speculation here. But if you can bait, you can even get an air-grab that works for sure.
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Dizzy's tail freaks me out. Thus, May's 6P wins.
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P,K,S FRC timings are same. I do it out of muscle memory...but the timing is when Zappa puts his hands up I think. D throw FRC comes out a bit later. IT's when Zappa pushes up his tummy up(or twitch...).
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Oh..why do we live so far apart D: Other character players seem like they meet up pretty regularly.
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lol most of time I get lazy with my Anji too. I feel you.
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Go 421S - P+K+H. Timing is dead easy. Just do it as soon as Johnny jumps.
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It will be a miracle if I can at least pass first round with Anji... I been busy screwing around with other characters that I completely forgotten that Anji was still my main.
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Hehe no one plays anji in NA anymore lol. Keep it up. I might enter local tourny with Anji but I'm not too sure.
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Ah...So..... I saw your matches Dawnbringer other-day and nice matches. Some people you were against are pretty damn good and you fought nicely. Just wanted to compliment your Anji :3
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You probably just need to give it a bit more time. You probably get the coin right? Just press HS a bit later. :D Good luck.
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Don't bother playing against CPUs...I only got a bad habit from fighting tons of them.
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Doesn't KS-SHD-En(2) works on Slayer? I think that the variation of it also gives knock down if you go KS-SH-KJ-H-Divine.
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3S? We don't know anything about that (shhh....that is a top secret)
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If they are really button mashing without any thinking, go Potemkin and spam hammerfall+Pot buster. That will teach them something.
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Some block strings (or normals) leaves you with frame disadvantage (in -). That's why usually after a blockstring, there isn't much option for you but wait for opponents to make his move and react against it (whether would it be guard, jump whatever). For example, May's c.HS gives May +7 frame advantage on guard (damn @_@). So, when opponent throws something out to beat her or get out of the pressure by backdash or jump, he can't since May's next move will come out much faster. I don't know what you mean by combo. I think that you are mistaken. I would point you right to the guide section of dustloop. It states that: Frame Trap: A specific type of mixup that involves leaving a small gap in your attack string to bait an attempt to escape.
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Awesome info +_+/ Thanks a lot. I just have one more quick question: I heard that you can cancel 236S - K into 236K and continue your combo but no matter how many times I tried it I don't seem to get it. Is this even possible?
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What is the timing of canceling 6HS(1 hit) to 6P? I get it sometmes but most of the time, no...
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I seen some matches where 214D really shined against testment. It's really weird move indeed.
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I don;t know if this was obvious but faust's 214D hits Testa over beast.