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Faust in Accent Core : Encyclopedia of General Gameplay

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I. ABOUT FAUST

II. MOVES

II.a. Normal moves

5P : Good poke. Quite safe on normal block. Decent priority. Jump-cancellable.

5K : Good anti-air. Jump-cancellable. Decent priority. On counter hit it makes the opponent stick to the wall.

5S© : Good priority. Quite safe on normal block. Jump-cancellable. Can be used as a relatively strong anti-air, if spaced right (which rarely happen).

5S(f) : Great poke vs ground. Great range, but is quite punishable when whiff.

5H : Great poke. Great priority, and it hits 3 times. Great vs opponent on ground, and also a good anti-air too. Safe on normal block.

5D : Has invincibility effect (against strikes, not throws) when he's spinning (which starts at the beginning of the move). Safe on normal block.

2P : Good poke. Hits low. Decent range. Quite safe on normal block.

2K : Hits 3 times. The 1st hit is jump-cancellable. The last hit is low-hitting and forces the opponent to duck. Decent priority and range. Good anti-air. Quite safe on normal block.

2S : Jump-cancellable. Decent priority. Staggers on counter hit. Decent anti-air. On aerial hit it sucks the opponent in.

2H : Decent priority. Good range. Has a short active time, so it's rather easy to whiff. Not really punishable on normal block.

2D : Decent priority. Good range. Jump-cancellable.

6P : Great anti-air. Great priority, decent range. Has invincibility effect (above feet) before it hits the opponent. Has a long recovery time, so it's dangerous when it whiff.

6H : Overhead. Highly damaging. Great range and priority, but it starts up quite slow and is quite punishable when whiff.

j.P : Decent priority.

j.K : Decent priority. Jump-cancellable. Good range.

j.S : Good range. Does not hit the opponent when he/she is close to Faust.

j.H : Great move vs air. Great range and priority. Quite damaging for an air normal move.

j.D : Great move vs ground. Great priority. Can quickly make the opponent dizzy. Knocks opponent down on air hit. Staggers on counter hit.

j.2K : Great move, especially vs ground. Great priority. Is NOT an overhead.

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II.b. Special moves

236P : Summons a random item. Can only be done when there's no item (with some exceptions). The item can be :

- Hammer : Does moderate damage. Falls quickly. Can quickly make the opponent dizzy.

- Washbasin : Does moderate damage. Knocks the opponent down. Can quickly make the opponent dizzy.

- Poison : Does low damage but poisons the opponent for a while. A moment after the poison appears, Faust can do this move again.

- Bomb : Does high damage. Can hurt both the opponent and Faust. Can't be teched. Right before the bomb explodes Faust can do this move again.

- Mini Faust : Walks slowly. Is invincible before it lands on the ground. Can nullify projectiles. After it lands or hits the opponent , Faust can do this move again.

- Mini Robo-Ky : Walks fast. Causes knockdown on hit. Is invincible before it lands on the ground. Can nullify projectiles. After it lands or hits the opponent, Faust can do this move again.

- Mini Potemkin : Walks very slowly, but hits 3 times. Is invincible before it lands on the ground, and in between hits. Can nullify projectiles. After it lands or hits the opponent, Faust can do this move again.

- Chocolate : Fills a little bit of tension gauge. Both players can take it.

- Donut : Fills a little bit of health gauge. Both players can take it.

- Meteor : Hits 6 times. Highly damaging. Goes through projectiles.

- Coin : If it hits the opponent, the next time Faust does his hand slap move (41236K then 44 then 236P x 3) it will be the flaming version.

236S : Knocks the opponent down and makes him/her slide on the ground. Makes Faust airborne.

-> P : Overhead. Decent priority. Gives frame advantage.

-> K : Decent priority. Has invincibility effect at the beginning. Can quickly make the opponent dizzy.

-> S : Hits low. Makes the opponent float and pull him/her toward Faust, even when the opponent is already in OTG state. Gives frame advantage.

-> H : Almost the same as his aerial 236H, but this one doesn't let the opponent tech as soon. FRC-able right after the last hit.

-> D : The same as his 236P, but this one summons an item a little bit faster.

-> 66 : Decent priority. Moves Faust forward. On counter hit, wall-bounces the opponent.

-> 44 : Almost the same as the 66 extension, but this one moves Faust backward, and makes Faust turn around if the opponent is behind him. This one also has invincibility effect at the beginning. On hit, ground-bounces the opponent.

-> 9 : Makes Faust jump forward.

-> 1/2/3 : Ends the stance.

41236K : Great range, but the priority isn't really good.

-> 44 : Pulls the opponent toward Faust. FRC-able right before it's finished.

--> 236P : Makes the opponent float high.

---> 236P : Makes Faust follow the opponent. Has invincibility effect.

----> 236P : Knocks the opponent down. Faust can move before he lands on the ground. The flaming version causes ground-bounce, and is auto jump installed.

214P : Teleports Faust in front of the opponent. Makes the opponent bounces off the wall. Decent priority. FRC-able right after he opens the door.

214K : Teleports Faust behind the opponent. Makes the opponent bounces off the wall. Decent priority. FRC-able right after he opens the door.

214S : Sends Faust falling right above the opponent. Is an overhead. Causes knockdown on normal hit, and floor-bounce on counter hit. Decent priority. FRC-able before he vanishes into the ground, and when he's spinning after striking the opponent.

Aerial 236P : Projectile. Hits twice, the 2nd hit causes knockdown and can hurt Faust too. FRC-able right after he has thrown the bomb.

Aerial 236H : Hits 4 times. Great priority at the spinning part, but low priority at the head. Gives frame advantage if Faust can land immediately after the move hits the opponent.

II.c. Throws

6/4H : RC-able. Forced prorates 50%.

214H : RC-able. Not a true throw (since the opponent can burst out of it), but an unblockable attack that behaves like a throw at the beginning.

II.d. Force Breaks

214D : Overhead. Makes Faust airborne. Quite safe on normal block. Forced prorates 50%.

Aerial 236D : Makes Faust drop to the ground and damage the opponent. After Faust lands, he is automatically in his 236S stance.

236D (after 41236K and 44) : Wall-bounces the opponent. Combo-able. Has invincibility effect at the beginning.

-> 236D : Can hurt both the opponent and Faust, but Faust can block it. Combo follow-up is possible if Faust can slash-back the explosion.

II.e. Super Moves

236236S : Hits low. Can't make the opponent dizzy at all. Has invincibility effect at the beginning. The Faust player must hold a button (P/K/S/H) to choose where the angel will be placed, and the opponent must press the right button to select the box containing the angel. If the Faust player doesn't hold any button, all the boxes will contain angel. If the opponent correctly selects the box containing the angel, Faust will take minor damage. If the opponent selects the wrong box, he/she will take damage instead. The damage that will be taken by the opponent is variable (the highest is 190). FRC-able when he's posing after the move hits or gets guarded (the FRC window is VERY wide).

236236P : The same as his 236P, but this one summons 4 random items. Has invincibility effect at the beginning. Can be done regardless of the presence of any items.

II.f. Instant Kill

236236H : Only hits the opponent if he/she isn't low.

III. COMBOS

III.1. GATLING COMBINATIONS

Ground gatling combinations chart :

Posted Image

Note : 2K can only be gatling-ed to 2P right after the 3rd hit.

Aerial gatling combinations chart :

Posted Image

III.2. GROUND COMBOS

Faust's ground combos are usually intended to score enough damage and then juggle the opponent for an air combo follow-up. This can be done by utilizing any of these moves in the ground combos : 236S, 41236K, 2D, 236236S.

236S can only be ground combo-ed from any lv.4 normal moves or higher (5H, 6H, 2H), and also from any lv.3 normal moves (5K, S©, S(f), 2S) or higher which is counter hit. Any combo follow-ups can be done after RC-ing the 236S itself, or after S follow-up of 236S (which then must be RC-ed), or after H follow-up of 236S (Which must be done after the S follow-up).

41236K can only be ground combo-ed from any lv.5 normal moves (6H, 2H) which hits a crouching opponent. Any combo follow-ups can be done after fulfilling one of these conditions :

1. FRC-ing the 4 follow-up of 41236K,

2. Doing the 236D follow-up of 41236K,

3. Doing the fire slap follow-up of 41236K.

2D can be followed up by an air combo, after fulfilling one of these conditions :

1. Gatling-ing the 2D into either 2S or 5K,

2. Jump cancel-ing the 2D and then immediately hitting the opponent with j.2K (doesn't work on all characters),

3. Combo-ing the 2D into 236S (only works on lighter characters).

236236S can be followed up by an air combo after FRC-ing it, although it's only possible on some characters (some characters would fall to the ground too quickly after the 236236S, thus making any combo follow-ups impossible).

Some examples :

1. S©-S(f)-H, 236S, RC, dash to the opponent, 2S-5K, JC, air combo.

2. S©-H, 236S, S, H.

3. (The opponent is crouching) 2S-2H, 41236K, 4, 236D, 2S-5K, JC, air combo.

4. S©-2D-2S-5K, JC, air combo.

5. (On Sol) 236236S, FRC, 5K, JC, air combo.

III.3. AIR COMBOS

Faust's air combos are mostly consisted of air normal moves gatling-ed together. Variations to it are usually following these principles :

1. If the air combo is intended to score as much damage as possible, then it should be as long as possible and should be finished with a j.H.

2. If the air combo is intended to score a knockdown, then it should be finished with a j.D and shouldn't be done too long/high.

Some examples :

1. j.K-P-K, JC, dj.K-P-H.

2. j.K-S-K, JC, dj.K-P-H.

3. j.K, JC, dj.K-D.

III.4. DUST COMBOS

III.5. COMMAND GRAB COMBOS

Faust's command grab (214H) can be followed up by an air combo only when it's done on a cornered opponent.

IV. SPECIAL TRICKS

IV.1. AIR BRAKE

A.k.a. "Drill Cancel", this is the most useful trick for Faust. The purpose basically is to instantly halt any of aerial movements of Faust (jumping, airdashing, falling down), thus allowing Faust to adjust his aerial position much more freely.

It's basically done by doing his j.2K and then immediately doing Faultless Defense before the j.2K even comes out. If done properly, the Faultless Defense would cancel the j.2K and halt the current aerial movement of Faust. If the Faultless Defense is done continously, Faust would then be falling down very slowly.

The usual button pressing sequence for this trick is :

1. Press and hold 1 and K,

2. Immediately press P or S or H.

IV.2. DUST CANCEL

Dust cancel-ing is actually a general trick, but with Faust it can give additional useful effect. To do it, simply press D (ground version) and immediately do any actions (except movements like jumping or running) before the D comes out. The D will be cancelled, and the other action will be executed instead. Interestingly, since Faust's D has an invulnerability effect at the startup, the effect would somewhat be transferred to that other action, making the very first frame (or frames?) of the action invulnerable.

For example, if you want to cancel the D into 41236K, simply press D and then immediately do 41236K. To make it easier, the button pressing sequence can be like this :

1. Do 41236 motion,

2. Press D,

3. Immediately press K.

This trick could be useful in some situations, like when Johnny does his 5H. You can evade the 5H with the very first frame of Faust's D and then cancel the 5D into 41236K to immediately counter-attack Johnny.

V. MIXUPS

VI. OKIZIMES

VII. GENERAL TACTICS

VIII. MATCHUPS

VIII.1. A.B.A.

VIII.2. ANJI

VIII.3. AXL

VIII.4. BAIKEN

VIII.5. CHIPP

VIII.6. DIZZY

IX. LINKS

X. LIST OF GOOD FAUST PLAYERS

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Drill Canceling (aka Fautless Defence canceling Faust's jumping 2k)

This is just simply Faultless Defense canceling Faust's jumping 2k. To perform it you simply hold the joystick down and back, press and hold kick and then, as quickly as possible, press Slash. You will now be Faustless defending, and using the momentum of j.2K. This is the simplest way to do it. For more elaboration on the subject please read this thread.

http://www.dustloop.com/forums/showthread.php?t=2293

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