Difference between revisions of "User:Theclrgrey"

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(Created page with "testing stuff out in my own little page, ignore this probably. ==Faust== <div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px"> {{TheoryBox | Title...")
 
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testing stuff out in my own little page, ignore this probably.
 
testing stuff out in my own little page, ignore this probably.
  
==Faust==
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Im testing stuff here ignore it (probably)
<div class="mw-collapsible" style="border: 1px solid #a2a9b1; padding: 5px">
 
{{TheoryBox
 
| Title      = {{Character Label|GGST|Faust|48px}}
 
| Difficulty = {{clr|3|Average}}
 
| Oneliner  = Both sides will rush in or zone out depending on the servants and items. Nobody watching has a clue what's going on.
 
| content    =
 
* Her {{clr|H|6H}} can easily counter {{clr|K|j.2K}} and Love({{clr|P|j.236P}}) performed at a distance
 
* Her {{clr|S|2S}} can counter his overhead Scarecrow({{clr|S|214S}}) preventing him from continuing pressure with RRC
 
* Defend command {{clr|S|214S}} can block bombs. It can also block meteors, but less reliably
 
* WIP
 
}}
 
<div class="mw-collapsible-content">
 
[[GGST/Faust/Frame Data|Frame Data]] • [[GGST/Faust/Strategy#Fighting_Faust|Counterstrategy]] • [[GGST/Faust/Matchups#Jack-O|Reverse Matchup]] • [https://strive.keeponrock.in/#/?p1chars=jacko&p2chars=faust Videos]
 
  
 
===Round Start===
 
===Round Start===
 
----
 
----
{| class="mw mw wikitable" style=text-align:center
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Primary Threats: {{MiniMoveCard|game=GGST|chara=Faust|input=2P|label={{clr|K|2P}}|hitboxMode=true}} and {{MiniMoveCard|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}|hitboxMode=true}}
! Faust's Button !! Loses To !! Beats !! Trades !! Whiffs
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 +
Primary Options: {{MiniMoveCard|game=GGST|chara=Jack-O|input=2K|label={{clr|K|2K}}}}, {{MiniMoveCard|game=GGST|chara=Jack-O|input=5K|label={{clr|K|5K}}}}, and {{MiniMoveCard|game=GGST|chara=Jack-O|input=2D|label={{clr|D|2D}}}}
 +
 
 +
:{| class="mw-collapsible mw-collapsed wikitable"
 +
! style=white-space:nowrap colspan=9 | ''Round Start Matrix''
 
|-
 
|-
|{{MMC|game=GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} ||{{clr|K|2K}} || ||
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! rowspan=2| {{Character Label|GGST|Jack-O|label=&nbsp;}}Option !! colspan=8|  {{Character Label|GGST|Faust|label=Faust's Round Start}}
 
|-
 
|-
|{{MMC|game=GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} ||  ||  || ||
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! {{clr|P|2P}} !! {{clr|K|5K}} !! {{clr|P|6P}} !! {{clr|K|j.2K}}
 
|-
 
|-
|{{MMC|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}} || || || ||  
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! {{clr|K|5K}}
 +
| style="background-color: #FF000020"| Countered || Trade || style="background-color: #FF000020"| Punished || style="background-color: #00FF0020"| Counters
 
|-
 
|-
|{{MMC|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}} || || || ||  
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! {{clr|K|2K}}
 +
| style="background-color: #00FF0020"| Counters || Neutral (+2) || style="background-color: #00FF0020"| Counters || style="background-color: #FF000020"| Whiff Punished
 
|-
 
|-
|{{MMC|game=GGST|chara=Faust|input=2H|label={{clr|H|2H}}}} ||  ||  || ||
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! {{clr|D|2D}}
|-
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| style="background-color: #FF000020"| Countered || style="background-color: #00FF0020"| Counters || style="background-color: #00FF0020"| Counters || style="background-color: #FF000020"| Countered
|{{MMC|game=GGST|chara=Faust|input=j.2K|label={{clr|K|j.2K}}}} ||  ||  || ||  
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|}
 
|}
* '''Roundstart {{clr|K|2K}}:''' {{clr|P|2P}} is Faust's most safe and reliable round start and often goes unpunished but Jack-O can safely call it out with good reward. If Faust does roundstart {{clr|P|2P}} then he will shove his hurtbox right into Jack-O's {{clr|K|2K}}, giving her an easy gatling into 2D to begin her gameplan.
+
Very advantageous round start as Jack-O's {{clr|K|2K}}'s speed, range, and low profile frames make it incredibly difficult to stop or punish, especially by Faust. Faust has no normals he can immediately press that outright beat Jack-O  
  
===Notable Interactions===
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{{clr|K|2K}}, all of them either getting hit during their start up or just missing, usually leaving Jack-O' plus thanks to {{clr|K|2K}}'s fast recovery. The only thing Faust can reliably do that beats {{clr|K|2K}} is jump in the air and immediately {{clr|K|j.2K}} to punish {{clr|K|2K}}'s recovery, which has incredibly low reward. Faust's {{clr|K|j.2K}} inputted immediately after jumping is barely plus. If Faust attempts to cancel in Love or Mix Mix Mix, Jack-O will recover in enough time that she can successfully {{clr|P|6P}} either follow up. Not canceling {{clr|K|j.2K}} and just landing isn't much better, only leaving Faust +2. Faust's strongest way of punishing Jack-O {{clr|K|2K}} is by manually timing a whiff punish, which is easier said then done. Jack-O' low profile state lasts right up till the end of her recovery, meaning any good high poke Faust has ({{MiniMoveCard|game=GGST|chara=Faust|input=5K|label={{clr|K|5K}}}}, {{MiniMoveCard|game=GGST|chara=Faust|input=f.S|label={{clr|S|f.S}}}}, {{MiniMoveCard|game=GGST|chara=Faust|input=5H|label={{clr|H|5H}}}}) is already unusable. Faust's best whiff punish is standing still, letting Jack-O's {{clr|K|2K}} whiff, {{Tt|and then punishing with {{clr|K|2K}} > {{clr|D|2D}} before her foot retracts.|[[File:GGST Jack-O Matchups Faust 2KWhiffPunish.webm|autoplay|nocontrols|loop|muted]]}} The most reliable easiest whiff punish Faust has is {{clr|P|2P}}, which leads to nothing, and is 0 on hit. Do {{clr|K|2K}} until Faust stops playing round start.
----
 
* '''Afro extends {{clr|H|6H}} range'''. ''(See also: [[{{BASEPAGENAME}}/Strategy#6H_Range|6H Range]])'' While Jack-O's {{clr|H|6H}} can already hit Faust from very far away if he is standing, when wearing the Afro Faust can be hit standing from the absolute maximum range of {{clr|H|6H}}, making it extremely difficult to space against.
 
  
 +
In case Faust decides that he's okay with the low reward of divekick, you can easily call him out with Jack-O's {{clr|K|5K}}.
 +
{{TheoryBox
 +
| Title = {{clr|K|5K}} Round Start Divekick Combo
 +
| Oneliner = Show him a real diagonal kick
 +
| Recipe = {{clr|K|5K}} > dc > (delay) {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|236P}} > {{clr|K|5K}} > dc > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|P|236[P]}} > Dash > Forward Jump > j.hs.6X > {{clr|S|j.S}}
 +
| Difficulty = {{clr|3|Medium}}
 +
| Video = GGST Jack-O Matchups Faust 5KDivekick.webm
 +
| content =
 +
This combo has does 139 damage and builds a solid chunk of meter all while taking Faust to the corner. Once cornered it's going to be very easy to build up the final bit of meter you'll need for {{MiniMoveCard|game=GGST|chara=Jack-O|input=236236H|label= Cheer {{clr|H|H}}}}, and from there Faust is going to be really wishing he didn't divekick.
  
===Neutral===
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There's a slight delay before doing {{clr|S|c.S}}. If you're too early you'll do {{clr|S|f.S}} instead, too late Faust will fall down too much and the {{clr|P|236P}} > {{clr|K|5K}} link will no longer be possible. You just have to eyeball the timing but the window is pretty big.
----
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}}
 
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At the point Faust is either blocking or trying to whiff punish you round start, begin representing {{clr|D|2D}} to call him out on any attempts to stand still and let you whiff. Faust's ability to crawl would be useful in this scenario as he is the sole character that can move backwards for whiff punishes while blocking any surprise lows, if not for the fact that if the Faust down backs at round start then proximity guard activates on Jack-O {{clr|K|2K}} in spite of the fact it whiffs if he just crouches normally. From here rotate your options as needed, just make sure to start with {{clr|K|2K}}.
===Pressure===
 
----
 
 
 
===Defense and Punishes===
 
----
 
* '''Crouching Afro negates {{clr|D|j.D}}:''' It is very common in okizeme and setplay when the opponent has an Afro for Faust to use rising {{clr|D|j.D}}, as this is both a fast mixup, and even on block ignites the Afro. Jack-O's crouch lowers her head so much that Faust's rising {{clr|D|j.D}} will in fact whiff the afro and fail to hit. If he does a falling or IAD {{clr|D|j.D}} it becomes possible, but this is ''much'' slower and punishable by {{clr|S|2S}}.
 
* '''{{clr|S|2S}} substitutes {{clr|P|6P}} with Afro:''' When wearing an Afro all {{clr|P|6P}}s lose their upper-body invincibility, making them considerably bad as anti-airs. Jack-O's {{clr|S|2S}} however maintains its disjointed hitbox, giving Jack-O' a true disjointed anti-air even with the Afro, albeit still less versatile than {{clr|P|6P}}.
 
 
 
 
 
</div></div>
 

Revision as of 02:54, 23 November 2022

testing stuff out in my own little page, ignore this probably.

Im testing stuff here ignore it (probably)

Round Start


Primary Threats: 2PGGST FA HB 2P.pngGuard:
Low
Startup:
7
Recovery:
11
Advantage:
-3
and j.2KGGST FA HB j2K.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-

Primary Options: 2KGGST Jack-O 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
, 5KGGST Jack-O 5K.pngGuard:
All
Startup:
7
Recovery:
10
Advantage:
-4
, and 2DGGST Jack-O 2D.pngGuard:
Low
Startup:
10
Recovery:
18
Advantage:
-19

Round Start Matrix
 Option Faust's Round Start
2P 5K 6P j.2K
5K Countered Trade Punished Counters
2K Counters Neutral (+2) Counters Whiff Punished
2D Countered Counters Counters Countered

Very advantageous round start as Jack-O's 2K's speed, range, and low profile frames make it incredibly difficult to stop or punish, especially by Faust. Faust has no normals he can immediately press that outright beat Jack-O

2K, all of them either getting hit during their start up or just missing, usually leaving Jack-O' plus thanks to 2K's fast recovery. The only thing Faust can reliably do that beats 2K is jump in the air and immediately j.2K to punish 2K's recovery, which has incredibly low reward. Faust's j.2K inputted immediately after jumping is barely plus. If Faust attempts to cancel in Love or Mix Mix Mix, Jack-O will recover in enough time that she can successfully 6P either follow up. Not canceling j.2K and just landing isn't much better, only leaving Faust +2. Faust's strongest way of punishing Jack-O 2K is by manually timing a whiff punish, which is easier said then done. Jack-O' low profile state lasts right up till the end of her recovery, meaning any good high poke Faust has (5KGGST Faust 5K.pngGuard:
All
Startup:
7
Recovery:
8
Advantage:
-2
, f.SGGST Faust fS.pngGuard:
All
Startup:
12
Recovery:
20
Advantage:
-8
, 5HGGST Faust 5H.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
-7
) is already unusable. Faust's best whiff punish is standing still, letting Jack-O's 2K whiff, and then punishing with 2K > 2D before her foot retracts. The most reliable easiest whiff punish Faust has is 2P, which leads to nothing, and is 0 on hit. Do 2K until Faust stops playing round start.

In case Faust decides that he's okay with the low reward of divekick, you can easily call him out with Jack-O's 5K.

5K Round Start Divekick ComboShow him a real diagonal kick
Medium
5K > dc > (delay) c.S > 2H > 236P > 5K > dc > c.S > 2H > 236[P] > Dash > Forward Jump > j.hs.6X > j.S

This combo has does 139 damage and builds a solid chunk of meter all while taking Faust to the corner. Once cornered it's going to be very easy to build up the final bit of meter you'll need for Cheer HGGST JackO Cheer Servant On H.pngGuard:
-
Startup:
3
Recovery:
12
Advantage:
See Notes
, and from there Faust is going to be really wishing he didn't divekick.

There's a slight delay before doing c.S. If you're too early you'll do f.S instead, too late Faust will fall down too much and the 236P > 5K link will no longer be possible. You just have to eyeball the timing but the window is pretty big.

At the point Faust is either blocking or trying to whiff punish you round start, begin representing 2D to call him out on any attempts to stand still and let you whiff. Faust's ability to crawl would be useful in this scenario as he is the sole character that can move backwards for whiff punishes while blocking any surprise lows, if not for the fact that if the Faust down backs at round start then proximity guard activates on Jack-O 2K in spite of the fact it whiffs if he just crouches normally. From here rotate your options as needed, just make sure to start with 2K.