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Senkei

Faust v. Dizzy

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Purpose: This one is kind of Odd since Faust really has to rush this bitch down.

Why?: If you don't rush her down she will fucking murder you with hers. Use range, items and heavy hitters(she is one of the easiest to dizzy in the game) to keep this Flying Marvel Whore wanna be down.

a) Zoning/Getting her down.

*5k: This really rapes her bad. Best anti-air move against her next to Fdc j.HS, beats out most her air normals if done on reaction.

*FDC j.HS: This is a great fast move that can destroy fishes/stop air progression, and keep her locked down.

*FarSlash: Believe or not this move is going to get you a-lot of counter hit's if placed right since it beats out a-lot of her moves(including her rush in raper*ice spike*). Be careful though because if you do this too close she can either: 6.Punch or 2.Slash and make you whiff or 2d which goes under it and knocks you down.

b) Keeping her down/scoring hits!(This is for when you've knocked her down and proceed to apply dat pressure).

* FarSlash: As i have said before, great move. Stay in medium to medium-close range and whore it out. Cancel it with item or if item is out cancel it with 2k. If placed right and done well they shouldn't recklessly just jump.

-Why not? Say it's a hammer, they get hit.

-Say it's Po, Robo-ky, Mini Faust or coin, they get hit.

-So unless they wanna take a hit or even worse a counter hit(which just makes them 2 steps closer to dizzy), their gonna stay right there.

- Also, cover any gaps with FDC. j.HS to make sure she doesn't even think about moving.

*Long range Fdc j.k:This isn't easy at all, so it should only be done if you can do it no problem. This creates a fast, long range overhead poke for Faust. If timed/done right, this can score hits with your items or combo it into FarSlash(Yes, this is possible but you gotta do it right. Practice, Practice!!) which leads into more pressure and/or items.

*Bomb Bags: Once you knock her down from a distance and need to cover ground you can either throw an item and run in like a mad man, or you can super jump - dash - and give her that pressure with a bomb bag(After bag is thrown, fall down with HS *fdc if needed*).

*How to score a long range Knockdown(!41236 k!):She is going to try and get away from you and create space so she can set up her assists(Fish, Electric Arrow head*windows xp*, and spinning cart wheel thingy*)either by air dash or back dashing. 41236 k(scalpel pull) really stops this attempt to Zone then rush. It almost always catches her leading into a knockdown(if in air) or the completion of the full move(in back-dash).

-how does it hit her on her air dash?: well it's kinda simple if she dashes like she usually does it will be low to the ground. Because she needs to create space fast and land so she can get assists out and start to ball on you. This really catches her good.

*Super Jump HS:If dizzy somehow jumps out of your pressure which she might at times, super jump HS. This is great since most of the time she'll be trying to get away so it will giving you a free hit. It's also very good after air combo's since she will be trying to do the same.

c) Dealing with her Pressure.

*Fish: Yeah once she get's the Fish out it's starts to get kind of scary, since she starts rushing you like a 28 days later zombie:gonk:, but stay calm! If you time this right you can at least eliminate one of her forms of pressure and deal with the other in a somewhat safe matter. If she's coming from the air dashing in, you might have a time frame to sneak in a 5k.

-If you do it before fish becomes active with hits(before or inbetween reps), and she's coming in to attack this can counter hit her and send her flying far away(you may take a hit from the fish, so only do it when it won't kill you). Now once this is done you need to kill that fish quick and find a way to get in fast. If you can't in time relax and try to catch her with a scalpel pull, but make sure you at least get an item out.

- If she's coming in from the ground then a multi-hit fast move(5hs) Might be able to force her to block and destroy the fish at the same time :yaaay:, but that is very risky, so the other option it just to watch out for high's/low's and this dumb bitches grab. It's got amazing deceptive range she can grab after pressuring from the air, Inbetween hits of any of her assists(mainly fish:arg: ) and just when she feels you are just sitting there blocking

-Her dash is also good so if you want her stop from coming in and stuff the grab attempt with 5p. Don't use 2p since her dash goes right over it:gonk:.

- Fish also at times go off the screen and when you forget about it, your about to rush her down, and it bites you in the ass, fucking up everything.

<->little trick<->: you can duck under the low laser fish and avoid her arial moves if she does them too high giving you the chance to destroy the fish and watch her overshoot.

*Electric Arrow Head(Windows Xp..Fl joke:keke: ): This isn't really that bad of an annoyance since you can move faster than it and duck it in most cases. Just watch out for her using it as a anti-air or decoy. As soon as she throws it out it becomes active and can rape pretty hard until she decides to release it or you make it go away(get hit/hit her). And her freezing you with super is annoying also.

- Freeze hit-: When Dizzy does the exploding ground super she can actually shoot a fish or a Windows XP at your ass and if your moving/jumping or whatever, your body freezes from the super but the Xp/Fish keeps moving and registers a hit.

*Bubbles: These are nice little Floating Air Mine's that are only active when Faust does a move that can damage himself(Bomb Bags, Time Bombs) and anything Dizzy can damage you with. So watch out for her trying to detonate it right in front of you.

!Example:Throwing it out while she's air back-dashing and then detonating it with her J.slash(it's got far-range). Your trying to rush in, get hit and she gets a free combo. So find a way to get rid of them by using the Bomb's or Bag's or wait's till she does.

*ForceBreak Bubble: Same as normal bubbles, but is a pink color and hones directly on to you(sort of like Bridget's yo-yo lock on dial), but chases a bit longer.

*Wheel: This move has 2 versions one that goes up then even higher, and one that goes up then right back down. These are kind of pain since it's multiple hits and covers a huge area. If done close to you to reset pressure, DON'T JUST SIT THERE!! if done fast enough Farslash and 214d(HandSlap) will exchange leading into counter hits and knockdowns.

*DoubleDash: Only a few characters have been blessed with the double air dash and one of them is Dizzy. This helps her close space to rush you down and to also mix you up(fuzzy).

*- So watch out when your blocking her shit since she can look like she's going low after a j.2s but can dash one more time and hit you with another.

*-She can also just do an empty air dash with j.2s thinking you can rush in and dash again immediately and score free damage.(I'm no dizzy expert i just see this shit ball on people all the time)

*Items(Faust): Always have items out when you can. This should be a dogma for everyone for Faust's match-ups but for this it's very important since they can sometimes stop that dangerous rushdown.

*NO-NO's:

- Dead Angle's: cause they get eaten by fish, then you get raped.

- Item Throwing closer than far range while she is active: Just because of her speed she can come in and punish fast.

Jeeze well that's about it:sweatdrop:

Enjoy a vid from the Master of Faust putting these tips to use. :eng101:

Vid Examples:

* - RF(Fa) vs Miyako(Di):http://au.youtube.com/watch?v=bqu2qGP5K_c

* - Miyako(Di) vs RF(Fa): http://au.youtube.com/watch?v=JmCQzMkV9r8

* - Alex G.(Di) vs Senkei(Fa): (1)http://www.youtube.com/watch?v=gFXE5...eature=related (2) http://www.youtube.com/watch?v=YjTLLiyjH4c

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Well im all done with this one guys. Next i'll be working on Potemkin and Zappa. anymore suggestions lemmie know and i'll take care of them first instead of my own choice

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Thanks for the Dizzy strats. I hope you will do a guide for Millia, because for me that matchup has been a nightmare every time. :vbang:

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yes sir! i'll be working with NerdJosh on this one and work on getting some Info from AKA about this match-up..

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This question kinda applies to both Anji and Dizzy, since it has to do with poking.

You can't give Dizzy the room to summon fish or other crap, and the way to stop that for me with Faust is to lay hits on her. The trouble comes when she manages to get out of that far 5S reach; then she can play a guess on Icespike vs. my 5S, and if she trades it's hugely in her favour (long-ass knockdown vs. some CH hitstun). 2H is a gamble that has tended to not pay off for me, what with it having the same startup time as icespike (14F), and the same bad news for me on a trade. Doing an item at that range is also a gamble, because unless I get a lucky hammer, she's in range to either get hits or put on some pressure. I've thought of doing bag bombs in this scenario, but Faust's slow jump gives her the time to IAD back and put distance between us, which is undesireable for me. What's a good play for this situation?

i dunno if you read what i put up on Dizzy but there are times when she will get away. It's up to you to make sure you get her back to base one and lock her down.

now Ice spike vs. 5s if done at the same time it should always win(7F start-up), now if your rushing in from the ground and she want's to do an icespike do fd break!!... unless she cancels it, you get the super free damage. 2HS is kinda useless in this match-up(she can dash over it!!), you just have to increase your speed and react faster than she does, when your in her face you control the tempo.

Now,If you wanna get to her fast airdash into FB Pogo, it'll send you flying right into her face, just make sure you get off quick since her Far Slash knocks you right off.

Also, i dunno if it doesn't seem obvious or not but when your coming in on her and she's active make sure you have a helper(Robo,Faust,Po,Meteor's,Bombs).

I'd like to ask if you have any other Q's about dizzy you direct it to the Dizzy Match-ups section. But since it also deals with a Character i haven't created a guide yet for it's no Prob :eng101:

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Hmm, a couple of things I remember from back in the day, not sure how much of this still works but... These two characters are actually surprisingly similar, although in AC they have had their differences highlighted even more. Both create space with long range normals and attempt to use their specials (presents/fish) to either force an opponent to move in, or to create an advantageous situation for themselves. Now unless it changed, you can walk under her 5k. This is probably dizzy's best ground poke now that they have made rather negative changes to 2d. Most likely you can even sweep the 5k. Her 2k will be a problem, and probably her most frequently used ground poke. At certain ranges it will not link into 2d for dizzy, this is important, because if you force her to 2k at this range, she will get essentially nothing from what I have seen. If you force her to 5k, then you are getting under it again, all in all that would be in your favor. Obviously you can jump 2k and low attack she attempts, and from proper ranges she has trouble dealing with this in a safe way. Your crawl also went under the bite fish in the past games, not sure if it still does but it is worth checking out. This is because with that you can 2p under fish bites and create holes in her offense. One simple 2p under a fishbite can often disrupt everything she had in mind. Other things you can get under are many of the bubbles, unless it is quite low to the ground, and a good deal of the laser fish. This laser fish part is important because if you hold 3, you move forwards and block when/if she crosses you up, this disrupts many crossup attempts, and can have the pushback push you away from her trap. 2h did have a use in this match, if she were summoning something and you used 2h, you would hit her instead of her fish. 2H will rarely hit the fish, and could often be canceled into 5p to destroy the fish. 2k and 5h are as mentioned earlier good for destroying the fish. Also anything that cancels into an antiair can be a very good option as well. Does faust have any longer range pokes that cancel into anti airs? At a distance, faust has an easier time than many characters because of his incredible range. Guessing a fish or spear gives you a 41236K. A dizzy who knows this matchup will probably not air dash at the level that gets by this or Fdc j.h, unless it is on reaction to one of your moves. If you can stop dizzy from summoning items, you should have a pretty balanced match. Summon of fish can and should be stopped with far S, 2H, and FDC jh. Spear goes away on hit, so this is a bit more difficult for faust to handle because of its fast recovery. Again far S and 2H are good answers here, I would imagine a present afterwards is a pretty safe option. Spear is not too dangerous against faust because its tracks roughly the same spot on all characters, which is usually over fausts head. Just to re-emphasize, what makes faust better than most characters in this match is that he can stop most summons on REACTION, as opposed to predicition. If you can predict almost any summon, you can probably 41236K it. After a fish is destroyed, dizzy must wait quite a while before summoning a new fish.

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2Hs on her fish attempt isn't a bad idea but rarely will a good dizzy player do it that close to Faust unless he's knocked down or caught up with another summon. and a far range poke that gatling's into a anti-air is Farslash->2k thanks for the added input :keke:

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2Hs on her fish attempt isn't a bad idea but rarely will a good dizzy player do it that close to Faust unless he's knocked down or caught up with another summon.

and a far range poke that gatling's into a anti-air is Farslash->2k

thanks for the added input :keke:

How does the dizzy you play get the space? Just curious really? In my head I can only imagine getting that space when faust throws item, but there may be something I'm missing.

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All it all depends on if she gets off 1. a super 2. scores a knock down 3. finds a way to retreat fast using double air dash without being followed what i was trying to say was that Dizzy shouldn't just be throwing fish in front of Faust's face. That's just asking for it. Both need a little space before they start to rush in.

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Originally Posted by BagLunch View Post

This question kinda applies to both Anji and Dizzy, since it has to do with poking.

You can't give Dizzy the room to summon fish or other crap, and the way to stop that for me with Faust is to lay hits on her. The trouble comes when she manages to get out of that far 5S reach; then she can play a guess on Icespike vs. my 5S, and if she trades it's hugely in her favour (long-ass knockdown vs. some CH hitstun). 2H is a gamble that has tended to not pay off for me, what with it having the same startup time as icespike (14F), and the same bad news for me on a trade. Doing an item at that range is also a gamble, because unless I get a lucky hammer, she's in range to either get hits or put on some pressure. I've thought of doing bag bombs in this scenario, but Faust's slow jump gives her the time to IAD back and put distance between us, which is undesireable for me. What's a good play for this situation?

Once somebody posted in the Bridget thread almost EXACTLY like this regarding Bridget VS HOS. Jais' answer was simple and hilarious.

If it's THAT bad, than don't fight at that range!

It's true, Bridget & Faust have multiple range options. Use another space. =P

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yeah good point finding out what range Faust and you the player excels at on certain character match-ups is very important when it comes to controlling the match and properly zoning. Once again guys i'm sorry for not adding more character match-up sections but i promise it will be soon since i'm taking my computer in today to get it fixed.

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