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Kuma Powah

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  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.
  16. It's all sequential, so don't just put all the commands in one after the other immediately. So it goes, once the stab hits, you press <-. Then once they are next to you, input QCF+P to pop them up into the air. Once you hit them up into the air, immediately input another QCF+P to follow them up into the air. When you almost meet them up in air at peak, input another QCF+P to execute the chop, but make sure you do it before you get to the peek, because you may miss the timing and allow them to air tech. If you're still struggling with the timing, activate it in trial mode and play the sample, whilst watching the inputs on the side. Hope that Helps.
  17. I was messing around with RC'ing Faust's normals and think I may have stumbled across some possible stylish new tech that might not have been mentioned anywhere yet (as far as I know). But it's hit-confirmable and nets a nice chunk of damage, whilst building a good amount of Tension in the process. It goes as follows: c.2S>2S>2HS>RC>IADF>J.K,S,P,HS>2HS>236S>(Pogo S)>Pogo GMW You do Pogo S if you want the extra damage and tech trap or go straight into Pogo GMW if you want the knockdown for less damage and item Oki. I wouldn't say this is the most consistent combo out there, very prone to drops if not timed correctly, but it's definitely do-able after some practice. Also not really tested it on the cast yet, but I doubt it'll work on May and some characters will fall out if you do the Pogo S, so it's best to be safe and just end on Pogo GMW.
  18. Unfortunately no, due to the nature of the move. It sucks them down towards the hole on the ground, so you can't scoop them up on time. It even messes up the 5K>2S pick up in the corner because of that reason, so you have to do the 5P>2S pick up instead. You can get some nifty combos though if you RC Mettakiri, but you have to adjust it depending on how long of the black hole suction you have left. Overall I hate this item for Faust, I feel like it's just bad for him and they shouldn't have added it lol. Especially considering his quickest normal is 6F start up and most characters that you don't want to be near, have faster start up and use the item better than you lol.
  19. 5D>6>J.S>J.HS>6HS Does indeed work across the cast from what I tested on day 1, thinking it would be my go to 5D>6 BnB, but it's just a little too inconsistent and risky to use as a BnB tbh. Here's my reasoning from what I remember: 1. The J.S>J.HS has to be perfectly timed just after the peak of the jump forward or the combo Black-Beats instantly and the timing changes on certain members of the cast like May for example and others. 2. Due to the previous problem, this can cause the 6HS to whiff completely and leave you at -30f if you make the smallest mistake. 3. You have to jump forward instantly after the dust animation run, which causes you to overlap with 5D>8 at times and gives you something you definitely don't want and is weird to react and adjust to. 4. The combo you do is 5D>6>J.S>J.HS>6HS>236S>Pogo P>Pogo GMW, which get's you 155dmg. You can get more damage than that more consistently by doing 5D>6>6HS>236P>c.5S>2S>2HS>236S>Pogo S>Pogo GMW for 158dmg. If you're worried about the few items that mess up the more optimal combo listed previously, you can do 5D>6>c.5S>5HS (3 Hits)>c.5S>2S>2HS>236S>Pogo S>Pogo GMW for 139dmg or go for the harder combo of 5D>6>c.5S>2HS>6P>c.5S>2HS>236S>Pogo S>Pogo GMW for 143dmg. Hope that clears things up for you, as to why it's not worth using outside of fancy looking round enders and less prorated enders when you manage to RC a combo into a mini Faust hit whilst they're grounded, followed up by 5D>6.
  20. That combo is pretty swish, but you can also bump the damage up to 242 with 6HS>RC>5D>6>6HS>236P>5S>2HS>236S>Pogo S>Pogo HS I reckon you can somehow get more too, but I've not really tried to fully optimize his 5D>6 combos, I've just been using the stuff I know that works for now lol.
  21. I don't play Ranked in all honesty, I usually just play people I know or dabble in lobbies here and there. But I guess there's no harm in trying it online lol. "combo into pogo gmw rc is 5k jksh" This combo Black-Beats in this situation btw. Also you can get a follow up, for instance most characters you can do almost max range 2S>2HS>Pogo>GMW (4Hits)>RC>5K>JC>J.K,P,K>DJ>J.P,K,P,HS. That ender can also be extended in certain situations like catching them airborne with meteor/hammer hits and stuff like that. But you're right about in most cases, using J.K,S,HS as and ender does make them black beat in most cases unfortunately after GMW at the J.S point. I still cheekily try to get away with the Black-Beat combo from time to time, but the players I play against have wised up to it and just tech at the Black-Beat point.
  22. I'm gonna use Venom in this example I guess, but there are quite a few situations that I'm labbing out atm and finding alternatives to that I don't really wanna write a list of here (Doing a document for them on my PC). But things like doing 2 Hit starters>Pogo>GMW>RC... and anything going from 2K leading into said combo for those times you need to squeeze out that last bit on someone's guts health lol. Venom either Black-Beats the combo or just falls out before anything damaging. I'm just kinda throwing this stuff out there in case anyone else has encountered it and may have found an alternative. Luckily against Venom, he's fine with 1 Hit starters like 6HS and 2HS. Oh and also, who would let you get charged Pogo S in that oki situation at all? You're like... hanging there, right in their face for punishment. Even scrubs would just mash their way out of that situation easy surely. :P
  23. I feel like what I said has been taken out of context slightly, which is understandable without me babbling on about specifics etc. But I don't mean to use this option as a go to whenever I have 50% tension, I'm talking about specific situations in match ups that require you to get damage whilst you actually can in certain situations against solid players that fully understand the Faust match up and how to deal with his oki. This Black-Beat problem also carries over to his anti air and other confirms at times too, which is why I bring it up. I feel like a lot of stuff that's considered as BnB's, has not been tested on the cast here and should probably be looked into more, if there's any options past what I've tried. I also already use the 2HS OTG midscreen, but I feel it's sort of bad when cancelled into item throw in the corner, as it leaves you at a disadvantage to an extent. This is because of the additional time it takes to cancel into item throw and you being right next to them, gives them more wiggle room. When I have them cornered I prefer to use either c.5S Item Throw for an OTG, it has less damage, but opens up more mixups with the JC ability. Also I sometimes use 2K (1 Hit)>5HS (3 Hits) Item throw, because it does more damage than 2HS and allows items like little Faust etc to land directly on top of them when you poke at them to stay in place, instead of just going off the screen and wandering off lol. Oh and the pogo stuff from the OTG in the corner is actually pretty good at times, but I don't use it much, because like you said before it's kind of gimmicky and you don't get much mileage from it. Also the Pogo S option whiffs in the corner behind them, only 66, P, and in some situations K work outside of YRC J.K stuff. It's pretty risky in a game where one mistake can lead to unblockables and set plays. :D
  24. It's just nice in certain match ups to get the damage while you actually can, solid players will deal with his basic 2K/Overhead oki with ease IMO, you need to mix it up. Also ending on J.HS in the air is not a bad thing, because you can can get an item hold toss and make a read on them in the air for tech traps or forced pressure onto the springboard etc. It leaves them more vulnerable to getting opened up than normal GMW knockdown oki, which gets blown up by reversals and sometimes wake-up OS's. The main reason I want this extension, is because against certain characters, you are always at ranges where you can only get stray well timed hits into Pogo. This leads to the RC combo's not being prorated much and it allows you to get much needed reward from that situation. But due to the Black-Beat problem, you can't do anything damaging outside of the corner from these situations.
  25. Has anyone found an ender after doing Starter>Pogo>Going My Way>RC on the characters that Black-Beat out of the air combos yet, like Venom for instance, that isn't RC (4th Hit)>44>Pogo>44>Going My Way? It's a good ender, but it seems a little inconsistent at times and brings them back to the midscreen when I want to keep them cornered. I've tried everything and just can't seem to get anything to work... Everything just Black-Beats or they just fall out of the combo before a solid damage dealing ending.
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