Jump to content
Dustloop Forums

Kuma Powah

Members
  • Posts

    28
  • Joined

  • Last visited

About Kuma Powah

  • Birthday 03/31/1988

Contact

  • Website URL
    http://www.twitch.tv/Kuma_Powah

Profile Information

  • Interests
    Gettin' in dat ass...

Other Info

  • Location
    Leicester, U.K.
  • XBL
    Lou3h
  • PSN
    Lou-eh

Recent Profile Visitors

621 profile views
  1. https://pbs.twimg.com/tweet_video/COOhe9yUEAAsCkj.mp4 Jesus christ, this is ridiculous. Getting flashbacks of AC+R.
  2. The list of characters 236S, Pogo Charged K, RC, J.236P, 214P, Dash 6H, 236S, Pogo GMW works on are: FaustMayPotemkinSlayerZato=1Also I've been meaning to work out all the characters that "(Corner) ...Pogo GMW (2 Hits), RC, J.236P, 5S, 236P, 2HS, 236S..." works on and how I can get another Pogo GMW on the end before blackbeat kicks in or alternate endings. Any help with this labbing would be appreciated lol. I'll also try and find a way to beef out the combo mentioned above some more, feels like there's room for something else, just not sure what yet.
  3. Basically, the person who executed the super has to press either P, K, S, or HS rapidly in any order to mix the cups up (Each cup corresponds to each button). Now, the person that got hit by the super, has to guess which cup it is in, by holding a button down (P, K, S, or HS) until the end of the super when the cups stop shuffling. The cups are then lifted, to reveal if the person guessed correctly, although sometimes the opponent can get trolled with a fake Angel lol.
  4. I'm already seeing so many possibilities for extended combo's in those changes, I can finally have validation for the nerfs he got haha. All in all, I'm looking to get stuck in on the high damage swag on Pot etc lol. I'm thinking something like Cornered c.5/2S > 2H > 236S > Pogo K (charged) > Pogo GMW (4 hits) > RC > 44 > 2H > 236S > 9 (hop) > 44 > Pogo S (charged) > 7 (hop) > 66 > Pogo S (charged) > Pogo K (charged) > Pogo GMW/Copter Some of the Pogo K (charged) might have to be taken out against some of the cast, but if it gets the knockdown too, that would be so strong. Because you might be able to squeeze a 2H > 6P > 236P in for the OTG in the corner.
  5. Whilst in the air, j.1k followed by another attack button other than dust immediately after, whilst holding the direction still. This is covered in his trials and many other places with a quick search in better detail, as it hasn't changed since the older versions of Guilty Gear.
  6. Well most people can hit links if they keep trying in training mode, that's not the hard part, the hard part is consistency and acknowledging if they were standing when you hit them with Rerere (5K whiffs on crouchers). Then there's a difference of doing things in training mode and then executing them in an actual match, a few things can contribute to you missing the link in an actual match and it could cost you the game maybe.
  7. It's also a 1 frame Link as far as I know (5K, not 5P), really awkward to do outside of training mode tbh. I go for it from time to time, but the guaranteed damage is good when I need to land the follow up for sure lol.
  8. He's basically saying it's an OS. So if the 2HS whiffs for any reason, you get YRC, if it hits or they block, you get 2HS > Item toss etc. I find though, that this OS is best used in the neutral tbh. I say this, because you can also do it with 5S. I think for meaty situations, it's best to use the OS with 2K, because you can also catch bursts with it and punish. Either 2K or meaty c.6S + HS for the throw option select and JC possibilities. This is an area I need to explore and use more often though lol.
  9. Like I mentioned, it's all dependent on varying things, so it's hard to optimize something on the spot when you've acknowledged that you've hit them standing. Sometimes you can only get 5P > 5S > Item or RC follow up, other times you can get a full combo. But I would say the best place to start exploring standing combo's is by going into 5K > 2HS > 236S... stuff. Hope that helps, but it's really not meant for standing opponents tbh lol.
  10. As far as I know, the main reason people follow up with the j.2K is because it has a lot less recovery on block and you can continue your pressure strings etc. You can also still get a full combo if you do FDC > j.K > j.2K > micro-dash 5P > 2S > 2HS >... The micro-dash also still allows you to go for Mettakiri and continue pressure on block etc. But if you're getting whiffed j.2k, you're most likely just out of the window for getting it to hit on its lowest height, which is still very low. Make sure you're also practising on a crouching training dummy. Hope that helps clear things up. Drill cancel combo's are dependent on situation, character hurtboxes, and items on the screen. When the opponent is standing, like you mentioned, quite a few things can factor into what you can actually get from the j.2K part. So I would say the best thing to do is look into it yourself and test things against certain characters, but it's essentially only really used for crouching opponents that have been conditioned with 2K on Oki. As for Going My Way RC's If you've got them in the corner, you want to be looking to do: Starter > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > 44 > Pogo GMW (If you want to go optimal, practice some of the character specific combo's of listed above.) Mid screen, if you really need the damage or want to finish someone off etc. You should do: Starter > 236S > Pogo GMW (4 Hits) > Dash > 5K > JC > j.K, P, K > JC > j.P, K, P, HS (Be aware though, this combo whiffs on some characters.)
  11. So whilst practising in my spare time, I've been trying to find as many optimal character specific combo's as I can and documenting them as I find them. I've been writing them for a while now, for a sort of Faust Bible that I intended for personal use originally, but I thought I might as well release it publicly when it's finished and fill it to the brim with all the additional info needed to form a sort of guide. But I thought I would drop what I've found so far in here, to see if anyone can optimize them further and help me find other characters they work on etc. If you're interested in contributing anything towards this section, reply here or PM me and I'll get back to you as soon as I can. The combo's are as follows: Potemkin: (Near or Cornered, Standing) Instant 9 j.K, S, P, HS > 5K > 2HS > 236S > Pogo S > Pogo GMW (Start of the combo has to be spaced out timing wise, in order to combo until you land) (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Near or Cornered) 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW (Strict timing, but rewarding with lots of additional damage) (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS (Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo S > Pogo GMW (Very strict if you include Pogo S, but can be done without) (Cornered) c.5S > 2HS > 236S > Pogo P (Charged) > Pogo S > Pogo GMW May: (Near or Cornered) 2+ hits starter > 2D > 236S > Pogo K (Charged) > Pogo GMW or Copter (May seems to be the only female character I can connect this on, from what I've tested so far.) (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS Slayer: (Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo S > Pogo GMW (Very strict if you include Pogo S, but can be done without) (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Near or Cornered) 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > Slight step back > 236S > Pogo K (Charged) > Pogo 44 (Strict timing, but sets up a tech trap where the Pogo GMW usually is) (Midscreen) Mettakiri > 5K > JC > j.K, S, HS Faust: (Midscreen) Mettakiri > 5K > JC > j.K, S, HS (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS (Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo S > Pogo GMW (Very strict if you include Pogo S, but can be done without) (Cornered) c.5S > 2HS > 236S > Pogo P (Charged) > Pogo S > Pogo GMW (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Near or Cornered) 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW (Strict timing, but rewarding with lots of additional damage) Zato = 1: (Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo S > Pogo GMW (Very strict if you include Pogo S, but can be done without) (Near or Cornered) c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW or Copter (Can add extra hits at the start if you have dash momentum) (Near or Cornered) 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo K (Charged) > Pogo GMW Chipp: (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS 5D > 8 > j.HS, K, S, P, K > JC > j.K, S, HS (Optimal Dust combo for Chipp, as normal Dust combo whiffs on him) Millia: (Dash Momentum) c.5S > 2S > 2D > JC > j.K, S, P, K > JC > j.K, S, HS Venom: (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > Slight step back > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW Sol: (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW Axl: (Midscreen) Mettakiri > 5K > JC > j.K, S, HS Leo: (Midscreen) Mettakiri > 5K > JC > j.K, S, HS Things I need to explore/test/optimize more: (WIP) (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > Pogo 44 > Pogo GMW (Works on Sol, Faust, Potemkin) <- List is a WIP, will explore more. (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > Slight step back > 236S > Pogo K (Charged) > Pogo 44 > (Works on Slayer, Venom) <- List is a WIP, will explore more. (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo GMW (4 Hits) > RC > 44 > 236S > Pogo K (Charged) > [Copter/Pogo 44] <-- Tech trap (Near or Cornered) c.5S > 2S > 2HS > 236S > Pogo K > RC > 214P > 236S > Pogo K (Charged) > Pogo GMW <-- (This still needs testing on the cast some more, to see if it does/doesn't work on anyone) (Near or Cornered) 6HS > RC > 5D > 6 > 6HS > 236P > c.5S > 2HS > 236S > Pogo S > Pogo GMW (This can be extended I feel, need to test it out some more on the cast)
  12. No problem man, glad I could help in the process of getting the info out there, We need more strong Faust players! :D One thing I forgot to add to the oil explosion list though, is Faust's Meteors. No idea how I forgot about that lol.
  13. Could be a longish read, sorry... But, a few things that I spotted that might need changing or adding in the future to sections: Throw: It says the 2HS > 236P OTG is corner only, you can actually connect it with a micro dash midscreen before the 2HS > 236P Item Descriptions: - Chibi Faust - Should be mentioned, that it can hit you whilst floating towards the ground as well. - 100 Ton Weight - Might be worth adding that you can block the air hit of the Weight, also spelling mistake at "So jump and see if you can't get an air-to-air". - Oil - Probably worth listing all the things that set it off, seems a little vague in description and might as well be informative for the people that are curious. If too lengthy maybe give it, it's own section and list to refer to? Oh and maybe mention that if Rerere > Pull is done over the oil, it cancels the pull. Faust: Love, Bomb, Meteors Potemkin: Trishula Elphelt: Berry Pine, Genoverse (When blocked or hit) Sol: Gun Flame, Ground Viper, Volcanic Viper, Break (D.I. Version Only), Tyrant Rave Axl: Artemis Hunter, Sickle Storm - Jump Pad - It's worded a little weirdly and might confuse non English people, also it should state that both players can be launched simultaneously if they are both touching the pad when activated. Basic combos: Non counter hit "Crouching only" and "Female Only (...2D > 236S)" combo's should maybe be added to this, because I feel like they are quite important to Faust's game. (Crouching) (drill cancel) j.k > JC > j.2K > 5P > 2D (Crouching) 5P > c.5S > 5P > 2D ​There is also no mention of the optimal 5D > 8 combo yet. 5D > 8 > j.HS, HS, S, P, K > JC > j.K, S, HS Against Chipp use: 5D > 8 > j.HS, K, S, P, K > JC > j.K, S, HS - (5D > 8 > j.HS, HS whiffs on him) As well as 5D > 6 combo's: 5D > 6 > 6HS > 236P > c.5S > 2S > 2HS > 236S > Pogo S > Pogo GMW (Corro listed some item specific combos from this starter here: http://tinyurl.com/nlu328f ) 5D > 6 > c.5S > 5HS (3 Hits) > c.5S > 2S > 2HS > 236S > Pogo S > Pogo GMW 5D > 6 > c.5S > 2HS > 6P > c.5S > 2HS > 236S > Pogo S > Pogo GMW ​Gimmicks/Mix-ups/Resets: Here's a few little things I use from time to time, to troll or mix things up lol. 2K (1/2 hits) > instant j.2K > Mettakiri / 2P... 2K (1 hits) > 236P > Mettakiri / 2P... 2K (1 hits) > instant 236HS (0 hits) > Mettakiri / 2P... c.2K (3 hits) > Mettakiri c.2K (meaty 3rd hit) > Mettakiri Item Toss (Bomb) > 214K > YRC > sj.2K over their head when bomb is about to explode, for ambiguous bomb explosion. 2K > 5P > JC > IADF > drill cancel j.P, K > 5P... or cross up > j.D > 236HS Pogo Stance > 9 > YRC > j.k... ...instant 236HS (2 hits) > f.5S > 236P (Near or Cornered) ...instant 236HS (2 hits) > 5k > 2S > JC > j.K > DJC > dj.K, S, HS 6+Respect cancelled early > Mettakiri / 2K / 2P... (Looks like the start up to 6HS) (Standing Only) c.2S > 2S > 2HS > RC > IADF > J.K,S,P,HS > 2HS > 236S > (Pogo S) > Pogo GMW​ 41236K > 4 > 5P > c.5S > 5P > 6HS... (corner) 5D > 6 > 6HS > 236P > c.5S > 2S > 5D > 6... (Works on crouching Potemkin, Ky, Faust, Slayer, Ramlethal, Venom, Sin, Zato) (corner) 5D > 6 > 6HS > 236P > c.5S > 5P > 6HS > 236S... (quick drill cancel) j.D whiff > Mettakiri ​That's about all I can think of for now, cheers for throwing together the info for the Wiki and getting the ball rolling. Hopefully some of this stuff is worth adding, feel free to make any adjustments if I made any mistakes anywhere etc. Will add more to this if I think of anything in the future when I'm less tired and feel free to ask if you need any help adding stuff or clarification on any of my ramblings here lol.
  14. Chipp is an odd match up, you need to place little Faust out and spam 2K and 5K in places where he wants to teleport and react to the hit or approach. It's a bit weird to explain, but I would recommend watching Nage play the match up, to know what I mean: https://www.youtube.com/watch?v=yYrtzsffjqE#t=1114
  15. Sorry it was late and I was skimming the thread and didn't read it correctly lol. A trick I use for future use in matches I guess, is that once the reel-back of the pull has happened and the previously mentioned stun like state happens, I "double tap" the P button to ensure that I hit the timing window. If you're using stick, this helps, but I doubt it does on pad.
×
×
  • Create New...