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www.keeponrock.in

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Everything posted by www.keeponrock.in

  1. Well you can't YRC command grabs anymore, but https://youtu.be/Hd87LnC9K7g would be an example of this. The input ends up being 63214+P+H,6P, which should have effectively the same execution time as doing a Pot buster normally. You get to OS between getting FD if they mash early, Mega Fist if they mashed a bit late (First frame off the ground, going over lower hitbox moves like jabs) and finally Pot Buster if the sat there and did nothing. Seems super practical to me! Only problem is it's a backwards Mega Fist. :x If you have a DP you can do instead though, you can do it like this https://youtu.be/u2odxVXg8Dc The motion for the DP proximity OS is much harder, and since you have to time it so that it triggers right as they mash, it seems a lot more difficult. Another thing I've noticed that some people who haven't tried the OS yet may not know is that you cannot use the proximity OS if you are not standing still. You cannot be running, jumping or in recovery. This makes sense, since in order for the proximity block to trigger, you have to be able to block. This doesn't fully explain why you can't use it while you're jumping, but we can assume that this glitch is exclusive to ground blocking. This means in order to use proximity OS after running, you must FD stop first. In order to use proximity OS during pressure, you must recover from whatever move you were doing first. So practical places to input the OS are: On wake up, after a tick (Like Potemkin's c.S, Sol's 2P, or even Leo's 2D as shown earlier), when you are standing still, after blocking a move with significant hitstop.
  2. For mix-up, you hit overhead with FDC JK or 6H. 5D is fairly slow, but if you use it as a reversal or while items are coming out it might work.
  3. I think everybody has trouble with this match up. Here are some things we could talk about: -Avoiding the pin -Defending against midscreen mix-up -Debunking the roll mix-up -Keeping Millia locked down -Taking advantage of Millia's low health
  4. Hi there, have you seen my previous post about http://keeponrockin.meteor.com/Matches/?character1=fa ? Hopefully, you didn't have to look through too much goldenrody by yourself!
  5. Remember, 214H acts basically like a throw, so you use it like a throw. A strong frametrap game is supplemented by a strong throw game! Here are some good places to use 214H: -raw 214H -2P/P, 214H -2K>whiff J2K, 214H The more 214H you use, the more likely the enemy will randomly get hit by these things: -2P/P -2P/P>2H/2D -2K If you overuse it and the opponent starts mashing out on you, do more frametraps. If the opponent starts jumping, chase them with JH or try to air throw them (or both at the same time).
  6. If your setup is tight enough, you have to blitz the grenade. If you can IB the grenade and blitz the rifle, you can probably IB the grenade and backdash the rifle. Alioune's setups are tighter.
  7. Fight Pub was a blast! Hopefully next time, there will be more Edmonton guys coming out for Xrd.
  8. do this: https://www.youtube.com/watch?v=1WjRhTgt6ro&t=7m39s
  9. 1A) When you throw an oil, I'd say standing your ground like SoWL is pretty decent. It's hard to rush Faust when oil is out, and you'll able to throw items again once the barrel is gone. You could try to detonate it if your opponent is trying to do something cheeky though. It seems perfectly safe to do so. 1B) If the opponent is right behind a jump pad, you could try to go for 214S and if they jump, they'll probably get hit by it and if they block you might push them into it. Don't do this every time though, there are quite a few counter-measures, like blitz shield. Something you can do if they're right in front of it is J2K>236H. I think this will combo if they get launched somewhere in the middle. 1C) For black hole, you could do something like iad JP or run up 2K. It's a fairly risky situation for both parties, just know that it's very difficult to hit overheads if you FDC, and it's much easier to just go for a jc JPK once you're in. 2) When multiple items are out it's much easier to get away with 214P/K. Items like mini-faust can detract the opponent's focus from faust and bombs and meteors will make the doors safe on block. Some other specific uses are in wallsplat combos involving the bomb. He's got plenty of jump cancellable moves upclose or you could try doing a YRC OS string like (2)P>(2)P+S+HxN until you reach 2H or H. I think 2S might go under some really bad dead angles too.
  10. I calculated it. Just outside of top 32 D:
  11. NWM7 was great! I got 33rd in Xrd and 13th in +R!
  12. It looks like Xrd's going to be at this event: https://www.facebook.com/events/927403100614533/
  13. If you press a button before the super ends, you 'lock in' your decision. Your opponent was probably mashing and selected the first cup by accident.
  14. Try changing your button layout so that H is on R1 and D is on R2
  15. You might only be able to get a JK>DJ2K that low on crouching faust.
  16. I am theorycrafting that it might make it so he can't whiff drill into hacknslash as easily but it might stop whiffing on moves like el's 2h and ky's stun dipper.
  17. i'll just leave this here: https://youtu.be/utKglAbLGog?t=1m50s
  18. Faust has high damage off counter hits, is great at building R.I.S.C. gauge and also has deceptively strong pressure.
  19. I have a few 'tricks' you can use against Zato that might make the match up a little bit easier. If Zato remote summons the shadow but he isn't close enough to cover it with drills or 2S, he will most likely do an immediate nobiru. If you think he's going to do nobiru, just block and punish it with P and jump cancel it to cut recovery so Zato can't punish you for poking the shadow. Mix up item tosses regularly with rerere to discourage Zato from mashing 2S after blocking f.S. When Zato uses drills, his hitbox becomes very very tall. You can take advantage of this to bait far drills by running, then jumping right before far drill spacing and hitting Zato with the tip of JH, for a very very long jump in.
  20. Just go through Faust's gattlings and take note of these 4 things. S and 2S have very big cancel windows, so you can delay the next move a lot to catch people jumping or mashing. Use jump cancellable moves to force the opponent to block low J2Ks or instant overhead fdc JK, and use those J2Ks to frametrap with P or run back in for pressure with 2K/P. Use 2H/2D as a frametrap after P or 2P so the opponent won't mash after P or 2P. This will let you reset pressure much easier and also land you more command grabs. Once your opponent respects your frametraps, you can throw an item instead of going for a frametrap.
  21. Try to stay on the ground for the most part and react to IAD JP with K or 6P, and if she tries to jump back summon try to catch her with JH. If Ramlethal is forced to fight you on the ground, you will have a much easier time playing neutral.
  22. We made a Faust skype group so leave your skype ID or PM me or Spec if you want in!
  23. On Faust's defense Mashing: P is Faust's fastest normal. It has 6F of start-up, which is 1F slower than the average 5F and it is also vulnerable to being low profiled. 2P is slightly slower at 7F of start-up, but it will low profile some moves, so it's good to consider. 4H option select. Throws if the opponent is close enough and if not, H is okay at hitting people in the air if the opponent is trying to go for a sloppy mix-up. 6P+H option select. Throws if the opponent is close enough and if not, 6P's upper body invincibility may come in handy. Gets baited if the opponent jumps towards and past the 6P hitbox. K is sometimes good to go for if the opponent tries to reset pressure and none of your other moves will reach. On CH it will knock the opponent back pretty far. On successful mash, if you hit, try to go for pogo and use D to get an item out, since going my way probably doesn't connect if you're mashing out of the corner. On block, you can try to frametrap with P>2H and go into 2H>rerere to push the opponent back further. After pushing the opponent out make sure to get ready to anti-air rather than immediately throwing an item or poking in case the opponent tries to IAD back in. Crawling: You may want to do some research specifically on common match ups to see if you can crawl under certain things for specific match-ups. For example, versus Sol: Bandit revolver and bandit bringer never hit Faust crawling. Try to react with crawl and punish. If you aren't confident with the punish timing, use 2P to punish, since it keeps you low. It's very difficult to hit crawling Faust with jumping attacks. Only JS reliably reaches low enough. General Defense: Specifically versus Ky: Ky's mix up is very limited. Be patient with mashing and try to FD to keep him out of tick throw range. Maybe learn to fuzzy jump after high blockstun moves like 6K and 6H. Watch for jump cancel off moves like Ky's 2D and 2H, and watch out for double jump to bait your 6P/K. If he's not spacing meaties properly, don't be afraid to throw him with an OS or whatever. Greed Sever recovery leaves Ky in crouching state, so you can punish it with P>2D for a knockdown. Specifically versus Sol: Do the crawling thing. IB gunflame and mash. Gunflame isn't that positive if he doesn't RC it. If he does 6H gunflame, I've seen Nage react to blocked 6H with a small run into FD stop so he can block gunflame earlier. None of Sol's moves special cancel into Fafnir, so there's probably a gap where he's doing it on you. You can try to interrupt Fafnir with 2P or something but try to recreate the situation in training mode with record/play to see what's really happening. Versus Bedman, I'm not sure too much on defense besides IB projectiles, use FD and fuzzy jump to avoid tick-throws. At neutral, abuse FDC JH, clear out deja vu symbols and don't get hit by 2H. Hopefully this helps a bit and I'm not too wrong on anything. Edit: Whoops forgot about K.
  24. Is there any Faust skype chat?
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