I started making a Faust tutorial, but got to "challenging forward movement" and gave up.
The problem with a proper tutorial is I feel obligated to put a large "But, this does no damage and you'll be obliterated for being incorrect... You might be better off doing nothing..."
But I also tested movement/more reactive plays and the situation isn't all that better.
This Faust is actually far more RNG-dependent than old Faust unless your opponent is big on making mistakes, I think.
I think it's easy enough for most players to win with him now, but I'm scared to see what happens to him once people are comfortable with the matchup.
His oki/offense seems fine, however. I'm just stuck trying to figure out how to make that happen in the best way possible.
The strategy "lose neutral until you have 50 meter to convert into a knockdown for 90 damage so you can get things going" isn't one I want to make a video on.
Usually when I approach how to make decisions, I ask "How can I make a favourable situation for myself?"
I've been quite stumped at this question. I feel like I'm probably not good enough to see it.
Honestly, I feel like I get more success being on defense and making hard reads against throw. At least the damage is better and I'm close to the corner when I RC/sideswitch.
I want to stress that his oki/offense seems just fine. He shits damage like any other character on CH.
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Statistically, far.S,2H xx Item Super is better than any kind of metered option I can find if I can't break wall. It might actually be good on block as well...
... Statistically speaking, of course.
Honestly, Faust lacking real options in neutral this might just be part of Plan A.
If your goal is to "cultivate fear in the opponent", there's no reason to feel bad for wrong reads.
If you make the player say "Y A B E" and their life flashed before their eyes, that normally leads to a very particular adjustment.
However, you need to understand how your options pair up against your opponent's.
If my opponent is scared of Psychic Rising jH and Counterpoke j2K in neutral, what is their "twofer" that beats both, and what do I have that beats them hedging their bets against me?
@GUILTYGEAR_PR@ArcSystemWorksU GIGATWEET ABOUT NETPLAY INCOMING. Please RT and Like for Good User Experience and Interface in Multiplayer. This is as important as rollback. I'm sorry @Sajam but your work has only just begun. Warning: Tweet 1 of 18.
With regards to the dev talk: I wish they would talk about how their lobby design plays out in the west. Xrd Player Lobbies were the only functional way of keeping time-between-matches acceptable, and the only mode that offered accurate geographic filtering via lobby names. 2/18
Western players need more control over how they connect with players, and they need fast and broad connection metrics to do it. ArcSys lobbies are notorious for not doing enough in this area, bordering on non-functional and flooding players with inappropriate connections. 3/18