Yeah I randomly lost all my stuff one time and decided I couldn’t be assed to grind for all the stuff again so I went on and hacked myself some currency
arcsys has really outdone itself by making faust one of the wackiest fighting game characters out there. I can't think of another character who can kill the opponent during his super's animation while still being hit by it
Thanks for the upload! I'm a Faust floating around floors 7-9 usually. This taught me a lot! Around 11:30, I prefer to do 5K, jump cancel into S, H to break the wall (after any wall bounce with scapel throw). I didn't even know you could do the kind of stuff you were doing though. Lol best of luck! Subbed.
Hello again, like your use of 5HP here and your pressure is looking good. Love that you're mixing in walk-up throw and your spacing with 2MK, 5HP and 6HP is looking good. Good use of HP and OD Adamant Flame; if you get the corner-splat and you're close, I think you can do 2HP xx 236HP into 214HK for good damage. Alternatively, if you're mid-screen when OD Adamant Flame lands you can teleport in to be +12 (although this leaves you minus if you do it close to the corner). 214HP is also +2 in burnout, so you can abuse it to reset your pressure and get decent chip damage. One more suggestion I have is being content to just sit back and wait for your opponent to come to you when you have a life lead and/or corner positioning. At 1:02:08 you have Ryu cornered, but the demon flip divekick (I'm assuming a hard read to try and catch a fireball) costs you corner positioning and the life lead. You could do something like this if you're behind, but since you were ahead and Ryu was cornered you could've hung back and tried to punish his escape attempts - poke if he approaches on the ground, anti-air jump outs, etc. Happens again at 1:16:58 when you air fireball in and Ryu gets a jump-in punish. In this position, you can try and hang back underneath the timer to anti-air them for jumping, or poke at them with your great normals for being passive or walking out. You do a great job of this at 1:38:33 when AKI tries to jump out twice and get the 2HP anti-air. Anyways, enjoying the replays; keep it up.
Thanks again. I’ve been getting really frustrated because it feels like nothing is working for me. I still don’t have the awareness to anti-air just yet, and I can’t stop my opponents from mashing out of my pressure but I also don’t know when to mash out myself
@@mandolore1123 I feel you, I think it took me 200 hours in SFV to get the anti-airs down. If you're struggling with them, I'd highly recommend making your own drill in training mode where you mix in one or two other things to more closely simulate a real match. I did this (ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YB_dWHjriUg.html) back in 5, but only set the EX fireball and jump-in recordings at first. Sometimes I'll even just take a break for a week and suddenly find I'm better than I was when I stopped; might not be a bad idea if you're hitting a wall. Best of luck.
@NotMattMurdock12 What can I do if I actually land a 2HP anti-air? I feel like after a lot of air-to-airs and anti-airs ppl will just mash jab after landing on the ground despite being minus, but I also can’t special cancel 2HP anti-air like JP can so I can’t really put something on top of them as they are landing
@@mandolore1123 After Akuma's 2HP I don't think you can do much to pressure them, but even if you just reset to neutral it's still in your favor since you're not letting them get pressure or a jump-in. If you DP you do get oki; I just don't remember what the setups are right now.
Enjoyed the replays! I like how you’re mixing up your strings on offense with jabs and tick throws, and your spacing is good. Combos are looking pretty good too. Diamond 5 Akuma grinding to Master, and lower-ranked Master Ryu (bouncing between 1300-1400 MR) here; my observations if you want them: Biggest thing is that it seems like the anti-airs could use some work; it’s especially important for Akuma due to his low health. 2HP is good, LP and MP DP are great if you have the execution. 4HK is super rewarding if you can land it but it’s pretty slow, I haven’t seen anyone anti-air with it consistently. I saw a couple good anti-air DPs and saw you practicing this, which says to me you already know this. I made a training mode drill to get consistent with DP; if you want to try it, set the dummy to Ryu, and record him doing 5LP three times. Then record 5LP three times into OD fireball, and 5LP three times into a jumping HP. Turn all three recordings on, then practice walking and blocking the OD fireball at about round start range, and anti-airing the jump-in on reaction. Takes some practice, but it improves your defense massively if you can do it. Teleport isn’t a great neutral option; it seems to be more useful as a mobility tool after certain knockdowns like OD Adamant Flame from midscreen. Alternatively, if your opponent is getting comfortable parrying your fireballs, the startup animation for teleport looks sort of similar. If you think they’ll keep parrying in the mid-range, teleport in and command grab them for it. You can also use back teleport out of drive rush to bait a wakeup DP. I'd also use 5HK less in neutral, since the second hit whiffs on crouching opponents and leaves you punishable; people are getting away with it since Akuma just released, but it’s best not to give any free openings. 5HP and 6HP are great pokes you can use at about the same range, and you can hit confirm both with practice. 5HK also scales your combos significantly meaning you do less damage; 214P (first hit) seems to be the best DP punish starter so far. Mid-drive rush combo, drive rush 6HP into 2HP does more damage due to the lower scaling. Overall you’re doing well; your fundamentals look solid and I love that you’re practicing the anti-airs. Keep it up, see you in Heaven 天
First of all I’d like to thank you for giving your thoughts and feedback on the video. I agree with you 100% on the anti-airs and using 5HK a lot in neutral. Those are bad habits I need to eventually hammer out. I want to ask what I should be following up from 5HP though because it seems like H fire punch is the option that works on both crouch and standing hit and also gives demon flip oki, but I lose the double dash stuff from light tatsu sweep. Does it matter a lot which one I use? As for flip you can end up closer to the corner if they choose not to back rise the knockdown
@@mandolore1123 If you can single-hit confirm it (working on it but I only get it right about half the time), probably HP or OD fire punch are best; if you get it wrong the first hit of both is safe anyways. It's easier on punish counter though. Even just 5HP can be good as a poke; you can chip away at their drive gauge for blocking and condition them to give up space looking for a whiff punish so you can walk them down. You can also just cancel spaced 5HP into fireball to push them back even farther if you think they'll block it, so you take space and if they press a button afterwards it'll likely whiff so you can punish it. I feel like you have a lot of ways to route into light tatsu sweep regardless (e.g. off lights, drive rush overhead, 2MK canceled into 2MP, 2HP; etc.)
Thanks for watching! You can loop MMM by holding 6 during the first 3 hits and 1 during the last hit. You can see more about the combo theory here www.dustloop.com/w/GGST/Faust/Combos This is a pretty good place to start if you’re looking learn Faust. Feel free to ask more if you have any trouble
@@konakonizumi1869 I don't know you and have never seen any reason to believe you have anything of substance or sanity to provide to ANY conversation about guilty gear strive and your lack of credentials/accomplishments in ggst only enhances how disconnected you are with millias potential and position in the TOP LEVEL in terms of mu's! it is perfectly fine at lower levels, mu's can be whatever they feel to you :) at these levels the playing field is wildly different from a more consistent high level scene! BUT all MOST top millias NA-EMEA-JP (while even if not unanimously majority of them) said this is millia favored (and in cases they disagreed have mostly put it down to "evenish POSSIBLY Millia favored) many of them without even being experienced enough to know how to counter many of fausts flaws regardless your psychotic display in this comment section is while hilarious to me (a cold cynical asshole) is unprompted uncalled for childish and most of all pathetic and if anyone is biased "trash" evidence would show you fit the bill :) mandolore is a great player and they performed well in this set the fact you came here (and i dont care if that was your intention or not) and risked hurting their confidence in themselves or their performance with your out of touch opinions is what the kids would call "whack" and what i would call "stfu who asked you absolute loser if you think you cant beat faust in ggst (especially given the past 3 years faust has never had a slight chance at advantage against your character) and you sit here and bitch about it instead of getting good shows how little you know about this game and how little potential you have to ever grow in (probably) anything if you cant take care of such an easy task in practice mode in a game you seemingly spend thousands of hours on you are probably not fit to take care of yourself get help from outside sources" p.s GJ mandolore ¯\_||* |_/¯
Do you mean using the flamethrower? Not really. It puts them really far away from me and I prefer to use kameo meter for up rocket or telepunch. I do want to lab that move more but at the moment I think up rocket might be better
@@rileynoble8013 Lol I'm not much of a lab monster, but if there is something I think is worth uploading I will usually make a video about it. At the moment there isn't really much sauce with Sektor because the block stun from up rocket is deceptively small, a lot of times the opponent can actually just mash out of you trying to continue doing pressure afterwards. On hit you get a pretty nice window to combo from which is always good though. Tbh even this whole combo-ing into throw bit is more of a proof of concept rather than actual useful tech. I don't imagine you'd ever be using it unless you really really don't want your opponent to break and it's the end of the round.
It won’t work, you have to call him too early, you’ll have to hit confirm 1st hit and only with one of the longest strings in the game. But the point that grab keeps the combo is dope
That's strange my other comment didn't post, I seen you on kraks discord! I also asked, do you try to do kara mix every time? I noticed you're rather consistent for the amount of times you do it.
Oh it doesn’t really matter to me. Just ask whatever. But on the topic of kara MMM yes I try to do it because it makes the loops more consistent and you end up closer so your item oki is better. You’re mostly able to get one item out then run up and meaty them.
Eat is quite useful and strong WA is to be further explored, but from what I've heard Faust doesn't seem to have the best options off WA on block but on hit you get decent conversions. Probably good to farm PB whenever you can Charged thrust mostly a gimmick Universal mechanics seem to favour top tiers more than lower tiers Burst changes favour opponents because Faust combos build a lot of burst from MMM Need to really really learn how to use deflect