uremog
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Everything posted by uremog
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lol, meta RC meta has won me a round b4. just never use it again. and what's wrong with 2P, run, meta VS 2P run 2P -> combo VS 2P something else (j2k?)?
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i've never heard of dust canceling either o_O. it's kinda cool, but i dunno how useful it can be. ^_^ but man, if we got full invulnerability from dust canceling, faust would be worse than reload slayer. they'd so have to take that out.
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a-cho downloads: 1. get & run the SDP streaming video downloader 2. paste the video link into the main box for SDP 3. connection -> go single/batch download it's fairly slow though scratch the batch thing, but i just started using it, so there might be an easy way to queue multiple dls. you can, however, open multiple instances of the program samples: http://www.youtube.com/watch?v=AJD9FF5Z0jU http://www.youtube.com/watch?v=SYqylkf9uLo http://www.youtube.com/watch?v=BNMPfYXF_pU
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and last can gatling to 2P
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6H is not a reliable follow up to FB handslap. try f.S > item or 5K, jK, jS, jH if they're close. 5K has a lot of range, but most characters can dash under it, so it's not a great poke on sol. item cancels out of blocked normal strings. bursting. i think the first two were at bad times since although you were under pressure, it was in a transition between strings. i couldn't see your tension, but you could have used FD or a DAA on blocking the next string. yeah, and combos like everyone else said.
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okie dokies. what about 2P? on crouch/CH? V ok, thanks!
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this is gonna sound really noob. but what's the deal with P > 2D? does it only combo on ducking opponents? i couldn't get it to work at all today. but i remember doing the j.2K > P > 2D combo before. did i forget something? it really annoyed me today.
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hasn't been youtube been taking down a lot of guilty gear videos lately? every time i see a link it's taken down.
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against anji if anyone was still wondering, FB slap works great, since it dodges lows as well as fujin! 2k is a good answer to a lot of things, including many autoguards. i figured out today that you can beat his high stomp easily with 2k if you make it clash on the first hit (anji still in the air), you can cancel to 5H; i forget if it's immediately or after the 2nd hit. 5H will out prioritize the rest of the stomp. free item then whatever (chase, jH, etc). 6P does not beat the stomp (yeah, WTF?) and 5K definitely will not. anji's 3P isn't a big deal, unless it's on CH or very close (but him being so close should have alerted you anyway). anji 5K -> 3P is a mixup they can use in a pinch. forget the left/right mixups. they didn't help me at all, i got autoguarded almost every time. again, 2K! it has a good chance to eat his autoguard if he tries to challenge. 2K/2P is also a good autoguard eater mixup, since 2K starts mid and 2P is only low. bomb bags are useful at mid range as long as you cover yourself with the threat of your air normals. don't try to 5K AA unless you KNOW he will be close to the ground 5K is mostly useless for this match, it gets beaten by several of his air moves. after pushing anji out from his block string, 2P at long(ish) range is pretty effective. if he's too close, he can probably beat you for big damage.
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so, vs johnny, is it a good idea to just block his corner string, and FD the HS or 2HS to make him either waste coins or lose his corner pressure? i think if i stop trying to poke his coins i'll be good after that. i know it's possible to run and 2P-> combo since he'll most likely want to dash forward right after the coin, but what'd be the best reaction to a coin? anything other that IB/run 2P if predicted?
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with anji, block everything low. watch/listen for FB after fujin (the teleport forward fan attack). that's high, and his 3P (the overhead fan hit) has a lot of startup. but mostly watch for the FB. if he stops outside his normal range on oki, watch for the crossup stomp. instant guarding every butterfly is a must, if not SBing it. but usually you have to watch what he's doing anyway since he'll often leave no gap. usually just block low, since only the FB red butterfly is overhead now. if you can hit him, the butterfly disappears. your burst will probably want to go to a hit from the fujin FB. the stomps are high too, but they're pretty easy to see coming. in order to have any real pressure, anji needs knockdown so he can run you to the corner with a butterfly. from there, if you can poke him once, you pretty much alleviate all of his pressure. sometimes you can jump into the falling butterfly's first hit to escape. don't bomb bag too low to the ground, cause fujin is so common and the FB will eat you out of bomb baging. on the other hand, abusing jHS and 2HS from distance is very useful. just don't jump forward very often if at all. if you manage to create a big gap, whore it! there's not much he can do about it. but never force yourself to block a butterfly, that's just screaming "run in!" autoguard... hm... multi-hit moves (2k?) can beat it out sometimes, since they only autoguard for so many frames. unless he has the counter prepared. i tried beating his autoguard super with 5D :P i traded hits. i don't really know a reliable way to beat it other than tight pressure and not using the same move too much (all of them only autoguard high or low, not both). 2k can beat fujin easily because of its multiple hits (only the first part of HS fujin is invincible). it can also beat the jump after fujin and i think the low stomp. the high stomp will ruin you though, trading at best and bouncing you on CH.
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my 6p often gets beat/trades with many common pressure jump-ins which pretty much puts my back into corner pressure. corner pressure is usually where i die. if i'm lucky, i'll get a free throw. but usually i use FD's extra push and try to give myself more time for something like 5K. that handslap crossup is good! it keeps you very close, close enough to combo. the first time, i did it without knowing (accident) and even then i could still combo it after being surprised and all. and i would love to see a faust tutorial too! i always find something i should use when watching tutorials.
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what happens when you run out of screen? i was doing this ok until i ran out of space; all i could think of was to run in and try to get him to not stuff my dash by using FD or 2D -> item. jump ins get owned. oh, and does 2P duck all the invincible DP type moves at range? i saw it can duck ky's. it'd be a good alternative to my 2K getting hit on oki.
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so at the end of match 2 in that one, is there a good reason nemo does the 2P,2S,2D,K to air combo instead of 2P,2S,2H, pogo, S, H? or was it just because that's what came to mind? i've been doing the latter as my combo on hit.
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zinac said on another thread there are no useful and practical IDs for faust. from my limited exp., faust's air throw has nothing great about it. i used to get a lot of air throws with dizzy in #R, but i've just been getting beat out with faust. maybe i just played scrubs then?
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is there a dust gatling chart? or you could just save the effort with one good normal dust combo and ID combo. i saw someone else post S,K,S(j)K,S,H for normal dust. just wondering since i've been getting some dusts lately. the ID i used in #R was ID H, land, K (j) K (j) K,S,H. i think. any upgrades? or which one's more effective?
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i'm not so experienced, but if they're a ground rushdown character, it's a bad idea to use it to break pressure strings, since they'll likely run past your hit boxes. a HOS just ate mine once with gunblaze today and ran past it on another occasion when i used it during a pressure string (don't remember if i was FDing). good mixup though. good to kill sweeps too. i've accidentally used it in combos a few times, but that's just my bad execution (frick, i dropped so many combos today). i haven't even looked at its use in combos. pogo FB is great as advertized. it would have saved me once today, but like i said, i dropped the combo when i missed my P attack, and died, lol. about bursting the FB pull. i think a burst is more valuable than 25% tension, but have never had it happen to me, so maybe there's more to this? otherwise, i've seen people end matches with the pull FB when they have enough life. i think you can SB it too? lol, or dust it.
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i just read that off the link there. i don't think it has too many uses though, since it's slower than 5P and won't mixup like 2K. i guess it's still useful to know. but yeah, usually there's an important distinction between safe and advantage. and especially if people come from other fighting games, it can be pretty useful to know what's safe and what's advantage. albeit it doesn't matter so much for faust as other characters. edit: after looking at the frame data page again, it's hard to believe that i missed that 2P and 2K both give +1. which is like, nothing, but still...
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so, in the encyclopedia of general gameplay, 5p is the only move listed as safe on block. i thought this was strange, so i looked at the frame data at : http://www.dustloop.com/data/ac/faust.html i think the encyclopedia should show that 5p and 5s© are actually advantage on block. also, if you take "safe" to be -3 or better (since almost no one has 3 a frame attack), safe moves would be: 5P, 5S©, 5H, 5D, 2P, 2K. 2H being close enough at -4. 5K is -5. could sometimes be considered safe too, since a block string's push would make most fast pokes out of range.
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gatling is the type of combo that has you cancel a normal move into another normal move. most combos go by this. link combos work as a result of completely finishing a move (without canceling it) and being able to hit with another move while the enemy is still in hit stun. slayer has a lot of these. street fighter uses these a lot too. gatling is a guilty gear-specific name for that kind of combo. you'll recognize similar things from almost every 2D fighter, they just don't use that name. edit: so today i learned that 2P, 2S, 2H, 2P, 2H, item/scalpel is a great block string for both guard gauge and making space if 2P gets blocked up close. and that 2K after a blocked 2K isn't a bad idea sometimes. they have 6 frames open, and are usually waiting for your 5H gatling anyway. more guard gauge. also this video http://www.youtube.com/watch?v=9c502XB6KVc
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nah, anyone who tries will realize it as soon as they try it once. what's good from the FB hand slap? i've been just trying normal K,j,K,j,K,S,H. i don't even know if that's good or if sometimes my opponent's slow on teching since i haven't used it enough. and i've been trying to use the FB pogo too, but wouldn't know what to follow it up with if i get a hit. on the ground i've been having fun with P,2D,2S,K,j,K,S,H and overhead possibilities in place of 2D. it seems everyone has a lot of pressure now with FBs.