Superslash2
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I'm sorry but I don't see the difference between this and any normal blockstring or combo. Don't they all work like that?
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What is a frame trap? Is it a step lower than an unblockable - requires frame-by-frame blocking?
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Sorry. Why would you taunt after DC K? I've seen it in videos too and didn't understand it then either.
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I guess I play Faust weird then but he has 2 Lows (2P, 2D) and 1 Overhead (DC K) and Mettakiri. It seems like he has mix-up to bring to the table. Although Faultless Defense is bad.... Could you explain why going for Blockstring Mix-Up isn't a good idea? I agree with the Items and Pogo. And not to forget that Pogo Stance has reduced Item Throw time But j.HS and Items with Bomb Bags at Mid-Range is a really strong way to zone.
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There are good tips but kind-of sounds like it should be in The Matchups Section. In general, what can Faust do to get out of pressure? Not just the safe but the risky stuff too? Because Faust's DAA is abit weak but other than that, 1F Jumps and 5P, I don't know if he has any way out of pressure (and I don't think 1F Jumps really take you out of pressure.....).
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Wow. I never knew Pogo Stance could go over Drills and Exe Beasts. Or even that a GMW could beat out FB Gravedigger.
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When you say no, do you say that because you can't follow up on it or because it can be punished? I mean, I agree with the cross-up, I'm just wondering why you objected so strongly.
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Is it a good idea to TK Bomb Bag as oki on people with reversal DPs? To force them to block, I mean.
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Pogo Stance is what has the 'Facemask' and Low Flower moves - Blocked High and Low Respectively. Both have Advantage on Block but expect more Lows than highs IF they are stuck in Pogo form. That's because getting off of the Pogo safely is tough under pressure, don't miss the chance. Since Faust cannot block, use your super/Anti-Air combo. Faust's Item Throw can be what separates a good match from a horror show. Washtub and Hammer stop Jump-Ins and can stuff a few ground moves if you're not careful. Meteors usually cover Faust as he moves in. Doughnuts and Candy Bars are just for baiting your approach. Chibis stuff alot of moves. Faust's 5P and c.(s) are fast and both leave Faust with Advantage. Faust f.(s) will slash far, as an opener it might even stop a TK Ensunga (not too sure if it's me or my opponent not doing it right). 6HS can be cancelled into Item Throw, Pogo or Scalpel Pull. There's no need to RC THAT move..... Faust's fastest overhead can hit lower than 6P's Invincibility. Be careful about that, it's risky but it can happen, you'll most likely hit first though. Faust has the ability to build up the guard gauge well but FD his moves and it will cease to connect - His Pokes/Zoning have alot of Start-Up, you can block them easily. Getting in is a different matter.
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Also, I don't get why they'd want to take the bait..... the gain isn't spectacular and while it's out, The Item Throw is effectively locked out. Unless it's in the way of some sort-of strategy, I personally wouldn't choose to take it as opposed to preventing one of Faust's main zoning moves.
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That's what I said. What I meant was if there was any other trick/trap out there. Just trying to get the ball rolling, I feel Faust has alot of gameplay tricks available so this topic should get some posts in....
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In another post, a Too-Low Drill Cancel > Mettakiri was considered. Since you do a Drill Cancel anytime you could do j.2k, would it be better to do Too-Low j.2k > Mettakiri? I don't think you would hit them, it has the same effect as Drill Cancel > 214H in that it could psyche them into thinking an overhead is coming but also, I think in Frame Data, DC > j.k > j.2k has extra landing recovery while j.2k has normal landing recovery. So, you could throw out a Command Throw faster. Is this right?
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Well, I'll try asking about Command Grab Set-Ups. Not just Meteor Shower > Command Grab. The only other one I know is that one in The Defure Video which was - Item Throw (Poison), 2k (First Hit), 5k (Whiff, Poison connects now), Command Grab. Any others?
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Jump, j.2k then immediately FDC. Some people do it with drumming the buttons, others slide their fingers, almost all use 1 to do it. If I got this properly, you can Drill Cancel anytime you could do j.2k, it's just more useful from the ground. That also means you can Drill Cancel too early and too late, leaving you too low or too high, respectively, to do anything. If you did it right, you'll stop moving and start falling back slightly.
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I can't check on AC because I'm still getting used to it but in #Reload for the PC, if you manage to get the opponent to land on Chibi-Faust, it acts as a floater and sends them up a little higher (about as high above as a non-CH 2D). Does that still work and is it useful for much now? In Reload, getting some one to fall on was quite nice.
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Not taking into account the randomness of the items, are there any tricks/set-ups that use his Items then? I know that the main use of most of the items is to give cover-fire/end combos but other than the Chibi-Potemkin/Meteor-Mettakiri, what other use do they have? I've noticed that alot of times when you've got someone in the corner, throwing a Hammer or Wash Tub makes it hard for them to leave (like surprise Anti-Air). Anything else? I figured that with so much variety AND Faust's unique properties, there should be a few more tricks that each group of items can bring to the table.
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Wow. I've seen a few videos of him before but this one was complete domination. Really inspiring, not to mention instructive.
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Wow. Who is that, Wekk? He/she seems solid....
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Guilty Gear FAQ Thread - Ask your questions here!
Superslash2 replied to Kairi's topic in Guilty Gear General
This must be the most pathetic question ever but I recently got the game (and a PS2) after months of playing #Reload on the computer. The hardest adjustment so far has been...... The Digital Pad I know it sounds stupid but either my fingers are too big or this is going to be a month-long affair of training my fingers to do a simple jump forward. I've tried an Arcade Stick, this is easier for me but not by much.... Any tips on how to use the digital pad effectively? Finger Positions, Short Cuts, anything? It's incredibly frustrating not be able to pull off the simplest of combos because my thumb keeps going 267P instead of 236P..... I'm a newb; laugh if you must.... -
I've seen a few videos where R.F. and Osaka B manipulate the opponent into falling for a Mettakiri. I was wondering if there were any Mettakiri Set-Ups or Traps other than the basic Item Throw (Meteor, Poison) > Mettakiri.
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A relatively old question but it concerns the drill cancel - I know HOW to do the drill cancel. I'm trying to work on making it better. With Johnny's Tigerkneed Ensunga, you can check if you did the best version by seeing if the dust comes up when you leave the ground. I was wondering if there was a way to check if I've done the lowest Drill Cancel possible. Like how high, in terms of Faust Units would you be? His shoulder height?
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Sorry if this is a stupid question but won't these 1-Frame Blocks involve Fuzzy Guards?
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Another stupid question but is there any real point to The Bomb Bag FRC Point? When the bag falls and explodes, more often than not, I wind up either falling into it when it hits the enemy's hitbox or just having to block it, as normal. It seems like a simple but pointless FRC to actually do anything constructive with.
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Okay then, I'm going to add two more generic but still noobish questions and ask - a) I've noticed that the Guard Gauge DOES fill like crazy when I try to enter a string where I constantly Attack (like infinite pressure, trying to develop one that is as safe as possible and would work against pros and not only need the corner. I know it's largely impossible but, heh, it gives me something to do, especially since I can't drill cancel properly yet). What is the use of a high guard gauge? In the AC Encyclopedia, the guard gauge still does only 100% damage when the bar is maxed out so apart from giving little damage scaling for the first few hits, what is the use in developing a big bar? b) What is a block string? Is it like I said in (a), a long pressure combo to make the opponent keep blocking?
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I'm new to the game and trying to learn to be a decent Faust player but I have a couple of noob questions - a) Is it wrong to spam Going My Way close to the ground? I have tried using it after jumping to try and fall back to the ground immediately but I'm worried about any disadvantages in making a habit of this. b) Are there any good combos to follow up the Ground Overhead Hand FB? It prorates 50% so I was wondering if there any good follow ups. Does it make a difference if you used the coin before or not? After reading The Encyclopedia I noticed that most Air Combos end in j.H. So, c) What's the real use for Going My Way?