User:Theclrgrey

From Dustloop Wiki
Revision as of 02:54, 23 November 2022 by Theclrgrey (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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