Skye Posted November 6, 2009 Posted November 6, 2009 Well, there's the super and roll tech cancel into teleport fake out.
Eshi Posted November 6, 2009 Posted November 6, 2009 I can only speculate on this since I'm a Tao player, but I guess Carl probably suffers against Jin for the same reasons Tao does: once Jin's scored a knockdown he can start his really good oki game and litterally keep you on the defensive until you're pushed to the corner. He pretty much has that advantage in that specific situation (knockdown->oki) against characters that don't have good reversal moves, unless these characters have a good keepaway game, of course.I already understand why Jin might have a slight advantage in this match-up. My question is why Arakune wouldn't. His okizeme isn't nearly as gdlk as Jin's but if Arakune scores a knockdown then Carl's probably cursed and at a severe disadvantage anyway. I'm not even necessarily suggesting that Arakune's at an advantage, just that Jin and Arakune have the same standing.Arakune relies on projectiles and aerial to get in, his pressure game is trash precurse, and Carl can easily prevent such effort easily, for one, Nirvana eats clouds when active, Carl (Nirvana included) has like 3 antiairs or attacks that hit very high, 2 of them are fast and one is loop tiem! Arakune's basic attacks have huge holes in them, some aren't worth using should you be taking the character seriously. Jin has a plethora of great basic attacks and options for every situation--unlike Arakune, who's options precurse are but an illusion. Jin has excellent cross ups and high priority attacks up and down and far better mixups than what Arakune has. The thing is, once Arakune gets curse in, it's gonna be an asswhoop'n. Hard. Jin on the other hand can just commence the asswhoop'n without requiring any sort of prerequisite.Jin's cross-ups are no better than Arakune's. Jin's mix-up is pretty terrible actually - his only ground overhead is mad slow, even slower than Arakune's 6A, and extremely punishable on block, unlike Arakune's 6A. Arakune's precurse pressure may be more limited, but it's a hell of a lot more rewarding on hit confirm. What do you mean by his basic attacks having huge holes, and what does that mean in this particular match-up? Also remember, Arakune really has no need to get in on this match-up. As I said, he can play keep away all day. Once he has a life lead he can go into turtle mode and force Carl to make a risky approach. Jin can play similarly with his 5D. They just seem so equal to me, I don't understand why only one has an advantage.
Skye Posted November 6, 2009 Posted November 6, 2009 Jin's cross-ups are no better than Arakune's. Completely false, Arakune's only real cross up is dive, which is easily blockable once you get used to it--just block in the other direction once you see it. Jin I'm sure has more than one option that doesn't only work on scrubs. Jin's mix-up is pretty terrible actually - his only ground overhead is mad slow, even slower than Arakune's 6A, and extremely punishable on block, unlike Arakune's 6A. Good thing Jin's don't limit themselves to just ground pressure, huh? Arakune's mix up has a lot of risk to it, ground and especially air. Arakune's 6A hits on frame 23, don't know Jin's frame data, but I'm sure it's about as fast/slow if not bit quicker. Arakune's precurse pressure may be more limited, but it's a hell of a lot more rewarding on hit confirm. What do you mean by his basic attacks having huge holes, and what does that mean in this particular match-up? Jin in general is a threat on hit or block, if he gets that hit, it's going to spell trouble. Arakune's normals have holes in them, by that I mean, he really doesn't have any real block strings, just a mishmash of JCable attacks that can be anti aired on reaction. If you block Arakune's attacks, he's forced to retreat on a good player, either that or take the risk applying fake pressure. And Carl can do just about as much damage as anyone can on hit confirm, this isn't the case with Jin since his block strings are actual block strings for one, and two he has a plethora of frame traps that can score that hit that he needs to deal his usual 3-4k damage with 25 meter. Also remember, Arakune really has no need to get in on this match-up. As I said, he can play keep away all day. Once he has a life lead he can go into turtle mode and force Carl to make a risky approach. Jin can play similarly with his 5D. They just seem so equal to me, I don't understand why only one has an advantage. Carl can do the same, get a quick lead doing a few cheap shots with Nirvana and camp, Carl has a lot of good pokes too, so it isn't hard for him to get an HP lead, in general his style can not only prevent curse to a healthy extent, but dish out some hard damage of his own. Whereas with Jin, he has to figure out how to get the pressure off him. Check.
Hellmonkey Posted November 6, 2009 Posted November 6, 2009 So many people with such a terrible grasp of the game posting in here.. Seeing as this is the gameplay forum ill just lock the thread if it continues to be people just bitching about their character and others arguing with them to no effect.
Ronove Posted November 6, 2009 Posted November 6, 2009 So many people with such a terrible grasp of the game posting in here.. Seeing as this is the gameplay forum ill just lock the thread if it continues to be people just bitching about their character and others arguing with them to no effect. Wouldn't it be better if you actually clarified the wrong points in this thread for those who have a "terrible grasp" and help them out rather than being so negative and locking the whole thread? I'm sure a lot of people would be intersted in learning more about it. I don't get why there is the need to be so negative. Unless you're expecting everybody to share your same level of knowledge of the game, that is. But since this isn't the case and since it seems you're suffering from reading these terrible posts, I am sure the best course of action would be helping them out increasing their knowledge of the game and sharing your point of view on it. Of course, provided that you actually even care about it. Just my 2 cents, I think it would be a pity to lock a thread where there hasn't been the slightest hint of flame and where people are simply sharing their opinion based on their very own personal experience.
DoomieJ Posted November 6, 2009 Posted November 6, 2009 Wouldn't it be better if you actually clarified the wrong points in this thread for those who have a "terrible grasp" and help them out rather than being so negative and locking the whole thread? I'm sure a lot of people would be intersted in learning more about it. I don't get why there is the need to be so negative. Unless you're expecting everybody to share your same level of knowledge of the game, that is. But since this isn't the case and since it seems you're suffering from reading these terrible posts, I am sure the best course of action would be helping them out increasing their knowledge of the game and sharing your point of view on it. Of course, provided that you actually even care about it. Just my 2 cents, I think it would be a pity to lock a thread where there hasn't been the slightest hint of flame and where people are simply sharing their opinion based on their very own personal experience. im sure if it was one post he would, but 200+ posts? pssssh.
bbq sauce Posted November 6, 2009 Posted November 6, 2009 lol Hellmonkey, go correct 200 some odd posts, just so these fools can turn around and ignore any info you give them and argue with you.
Lord Knight Posted November 6, 2009 Posted November 6, 2009 Litchi matchups: Nu: 5-5 Arakune: 4.5-5.5 Rachel: 5.5-4.5 Jin: 4.5-5.5 Carl: 5-5 Ragna: 4.5-5.5 Tao: 5-5 Noel: 6-4 Bang: 5-5 Hakumen: 5-5 Tager: 6-4 Since people started talking about her again, I'll bring this back.
Henaki Posted November 6, 2009 Posted November 6, 2009 no litchi is S tier HAVE YOU SEE HER ANTI AIR???????? edit: this thread is godlike in general.
Kuuhaku Posted November 6, 2009 Posted November 6, 2009 I agree with the Rachel match up. Rachel has better oki game and damage output, but Litchi has longer reach and better normals. Not a big advantage, but an advantage none the less. Litchi also has a good corner game... once again, not as strong as Rachel's, but Rachel's defensively weak in the corner while IMO- Litchi doesn't have as hard of a time getting out. Litchi also has plenty of ways to carry Rachel into the corner as well. Pretty much every Japanese match I've seen on youtube had them pretty even, but it seems like Litchi has a slight upper hand over Rachel. I've seen more Litchi wins than Rachel wins. :X
Henaki Posted November 6, 2009 Posted November 6, 2009 I agree with the Rachel match up. Rachel has better oki game and damage output, but Litchi has longer reach and better normals. Not a big advantage, but an advantage none the less. Litchi also has a good corner game... once again, not as strong as Rachel's, but Rachel's defensively weak in the corner while IMO- Litchi doesn't have as hard of a time getting out. Litchi also has plenty of ways to carry Rachel into the corner as well. Pretty much every Japanese match I've seen on youtube had them pretty even, but it seems like Litchi has a slight upper hand over Rachel. I've seen more Litchi wins than Rachel wins. :X and this is why dustloop.com is not where you should go for advice folks. did you forget rachel has better range (more control full screen and a whiff punish from full screen), a way better anti-air and insane damage? videos are a meaningless measure of character viability unless you can critically analyze whe a character wins or loses.
Lord Knight Posted November 6, 2009 Posted November 6, 2009 Nah Henaki, Litchi vs Rachel is a good match for Litchi, it's difficult for Rachel to actually set up full screen control. Frogs can be killed with 3C[m], putting her in manten return where you can launch at Rachel if she has pumpkin, and even if it trades, Rachel loses pumpkin. Pumpkin approaches can be stopped by Itsuu GP > B. Rachel's anti-air is good but Litchi's ground normals are so big that it doesn't matter.
Henaki Posted November 6, 2009 Posted November 6, 2009 no no no, im not saying the matchup is bad or anything, im saying people are stupid for the way they think a matchup is good. people compare x strength and x weakness and totally disregard shit like nobodies business people say "oh i see x player win!" but thats meaningless if they comp they fight sucks. etc
Kuuhaku Posted November 6, 2009 Posted November 6, 2009 no no no, im not saying the matchup is bad or anything, im saying people are stupid for the way they think a matchup is good. people compare x strength and x weakness and totally disregard shit like nobodies business people say "oh i see x player win!" but thats meaningless if they comp they fight sucks. etc Except these are pro Japanese players. This isn't just Billy Bob vs. John Smith. I would think that the results of a match up would start showing up in actual matches, no? I'm not an expert, but I'm just stating my own observations. As for Rachel having better range... uh... no. Her normals are all pretty terrible in range and slow. Litchi makes keeping setups out difficult. Especially pumpkin since she doesn't have a hard time making Rachel block. If there's a full screen whiff punish and insane anti-air damage, please enlighten me. Most of Rachel's anti-air combos do around 2kish damage unless she's got heat and wind for relaunch into super. And even that doesn't do that much compared to her ground and corner combos. I still don't know of this full screen whiff you're talking about. For Rachel to do that she has to be already be rushing at you (pumpkin hitstun into combo). Unless you mean she counters with a lobelia. But that has no follow up other than super or sword iris. And why would Litchi be on the other side of the screen whiffing in the first place? Most are trying to zone you with the stick to get you to block and get rid of pumpkin, then using mix ups to take your butt to the corner where they can rape you. If frog's not out, Litchi can dp out of corner pressure. Rachel has to counter assault or wait for Litchi to mess up and give her an opening.
MisoSowee Posted November 6, 2009 Posted November 6, 2009 From what i see (total nub here) litchi's pressure is only good from oki, and from teh whole *get rid of pumpkin thing into mix-up* it's not that great. Whenever a litchi pressures me off a non-oki she's really limited, each attack pushes her back, cuts off available roads, and can make her very predictable.... That's just what i see though! Dx *flameshield*
Kuuhaku Posted November 7, 2009 Posted November 7, 2009 The thing is, Rachel's moves are pretty unsafe in general without pumpkin. So getting rid of pumpkin is actually a pretty effective strategy. Then again- like I said, this is only the observation I made from watching jp Litchi vs. Rachel videos. I could link some if that would help. o_o Someone else could throw in their two cents too.
Konton Posted November 7, 2009 Posted November 7, 2009 From what i see (total nub here) litchi's pressure is only good from oki, and from teh whole *get rid of pumpkin thing into mix-up* it's not that great. Whenever a litchi pressures me off a non-oki she's really limited, each attack pushes her back, cuts off available roads, and can make her very predictable.... That's just what i see though! Dx *flameshield* Being pushed back isn't exactly bad for Litchi. Especially in the Rachel match because at Litchi's 6b range Rachel can't summon anything.
MisoSowee Posted November 7, 2009 Posted November 7, 2009 Being pushed back isn't exactly bad for Litchi. Especially in the Rachel match because at Litchi's 6b range Rachel can't summon anything. If rachel is far she has time to create composure and coordinate her rushes and attacks tho.... D: I know as haku that letting a rachel prepare their attack all the way isn't generally recommended... but then again haku and litchi are entirely different :P
Konton Posted November 7, 2009 Posted November 7, 2009 If rachel is far she has time to create composure and coordinate her rushes and attacks tho.... D: I know as haku that letting a rachel prepare their attack all the way isn't generally recommended... but then again haku and litchi are entirely different :P But to Rachel, preparing is generally summoning her tools. Which she can' do because Litchi can make her block or score a CH from really far away.
Neku Posted November 7, 2009 Posted November 7, 2009 If rachel is far she has time to create composure and coordinate her rushes and attacks tho.... D: I know as haku that letting a rachel prepare their attack all the way isn't generally recommended... but then again haku and litchi are entirely different :P Hakumen is much slower than Litchi so it's much easier for Rachel to run away from him and summon. And Hakumen can't send his sword flying around the screen either
MisoSowee Posted November 8, 2009 Posted November 8, 2009 I only do it cuz.... I can't play rachel :] anyways we've been a tad off-topic. Let's right our course a bit..... Wait is this on topic? not really cuz we're talking about unlimited.... worldjem are you still updating this thing?
Konton Posted November 8, 2009 Posted November 8, 2009 I don't understand why Noel has a 60/40 on Tager. He screws up her game so bad with sledge it isn't even funny.
A.X.I.S. Posted November 8, 2009 Posted November 8, 2009 I don't understand why Noel has a 60/40 on Tager. He screws up her game so bad with sledge it isn't even funny. 1. mashing 5A,2A, and JA makes it hard to punish her. 2. J.B says no to airs. 3. optic barrel is a sledge bait, a smart tager is afraid/annoyed by that move. 4. she has a 5000+ damage corner combo on tager and its not hard to do to him. i want to note that noel's drive is a mix of projectile and physical hits so sledging isn't too bright, CH 28D doesn't play. i'm pretty sure someone else can go deeper in this but to say sledge fucks her up is just bad, to be honest i don't consider sledge a necessary tool in this match, i rather use 360A since it has invincibility but again you got moves that stuff's 360 and backdash easily, plus her mobility, and again A spam! tager can't do anything but IB it. personally me it feels more like a 5.5/4.5 in tagers favor because its not hard hitting noel and taking half her health.
Spirit Juice Posted November 8, 2009 Posted November 8, 2009 Okay, I just went back and deleted over a dozen posts that were extremely off topic, as well as gave infractions to those that contributed. This is a match-up chart about competitive level of play; as such, unlimited characters are not allowed in tournaments and should not be part of the discussion. You guys should know better than to talk about that stuff. If you guys want to talk about "which unlimited character is the best", I'll be happy to redirect you to here.
dragontamer Posted November 8, 2009 Posted November 8, 2009 When Tager can sledge through Noel's 5B, maybe the matchup will be in his Favor. Until then, CH 5B 3C into 5k Heatless 22C loop means that Noel has the speed, mobility, and damage advantage over Tager. 1. mashing 5A,2A, and JA makes it hard to punish her. 2. J.B says no to airs. 3. optic barrel is a sledge bait, a smart tager is afraid/annoyed by that move. 4. she has a 5000+ damage corner combo on tager and its not hard to do to him. I agree. In addition: 2. Also, 6A beats out all of Tager's aerials, and 6C beats many of them and leads to knockdown. 3. Optic Barrel from full screen puts Tager right where Noel wants him. Either in -19 frames of blockstun (blocking), in the air (lol, Noel's anti-air game), sledge-whiffing (nearly free 6A combo, outside of 720C gimmicks off of whiffed sledge), or charging the spark bolt (essentially... good chance for a 3C into 22c loop combo)
Recommended Posts