Hahah, I’ve been bringing the game just in case a PS2 got busted out too. :tup:
for deep reference here’s the Faust forum on Dustloop, the sticky topics on Faust are good.
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real quick about the notation in case you don’t know, besides numbers it’s P, K, S, HS, D for punch kick slash hardslash and dust respectively, jP is jumping punch, © is for close as characters have a close slash and a (f)ar slash. JC is jump cancel.
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http://youtube.com/watch?v=RcolkY1Tuqg here’s a match with good Faust play. I’d just watch it once before you read the mindless banter after :lol:
- he starts the match jumping forward and baits a low… (just a good guess, kinda risky), anyway the point is Faust’s jD is his main air-to-ground normal (discounting j2k his dive kick) and it causes stagger on counter-hit.
jD, land 5p, 2s, 2d xx 236p (item throw) … the most basic idea of the character is to gatling into a knockdown (2D) into item throw. he gets the donut though, lol.
For okizeme he runs up with 2k (good choice, but blocked) xx 2d which is jump cancel-able, there we see the dive kick - counter! We see the combo again. Unfortunately the donut is still on screen so he can’t cancel the sweep into donut.
He loses pace of the match a little bit, then finishes it with one of Faust’s more damaging combos… his variant was 2d, 2s, 5k (JC), jK (JC), jK, jS, jHS. His sweep (new to accent core:) gatlings into 2s which kinda pulls them in, is jump cancel-able, or that chains to 5k which is also jump cancel-able. You don’t get the knockdown with the looming randomness of an item dropping on them, but you get more damage. It’s a toss up but obviously the better choice at the end of a match.
round two… you’ll see some poking, 5p is a fast normal and he’ll chain it to 2d item throw, then try to poke/attack along with the item… 6p is good anti-air, sometimes you want to cancel it into item throw (236p) but you’ll see him get a counter hit and use the opportunity, then finish the match with shenanigans.
The other noteworthy thing is his pokestring doesn’t combo but it’s good for it’s range, and it worked that time, basically finishing the match for him. 2p is a low hit and it lowers his hitbox (much like 2k which uses that for anti-air), 2hs is a great poke, then he’d cancel it into full screen stabby move, not always recommended. 2hs chains FROM 2p and then INTO 5p. When you’re poking with 2hs, mix up what you cancel it into with 5p because it lowers your recovery compared to a blocked crouching hard slash. You do the same thing with (f)5s by canceling into 2k (shrinks hitbox too).
okay!
Sorry that was so in-depth, don’t know if you’re looking to read a wall of text. Anyway, I have one more video but I won’t be nearly so analytical, I just wanted to give you an idea of how to analyze how the Faust player is thinking, I suppose.
Faust mirror match, then he loses to May: http://youtube.com/watch?v=2CyllMCy5LY
0:17 - baited ‘blockstring’ into his “command grab” (unblockable, not a grab) 214hs
0:37 - pogo move is blocked, so he does the forward smash input which I believe is a dash motion. that move is really good actually, safe on block I believe and repeatable a few times but not too predictably anyway, there’s a slash followup (ground flower), into hard slash followup “going my way” (bread and butter follow up to combos into pogo, which is why I point this out)
That’s all I specifically wanted to point out… Faust’s my favorite GG character (I just love his design ) so it’s cool to see interest in him!
Here’s specifically the beginning sticky thread for the Faust forum: http://www.dustloop.com/forums/showthread.php?t=3417 gives you an idea of what normals to use for anti-airs and what ranges they’re good at, the rest is practice and getting more used to him/the game engine really.