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Everything posted by Lord Knight
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[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
i have it right now -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
i dont add anyone because its not my ps3 -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
mashing ib, lol -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
skill is pretty subjective anyways, isnt it? i have really high standards, but someone else can consider a player id say is just "ok" to be really good anyway as long as you have fun it doesnt matter lol -
the only purpose of it there was to maximize damage while going back into that same setup
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[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
usually the more time passes the less i play, usually spend that time thinking about stuff if there's an important tournament on the horizon, ill practice a ton -
???
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[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
if youre smart and can figure out your char, it doesnt take that long to get good at a game, especially if youre playing from day 1 getting good at fighting games in general takes years -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
gonna play some bb tonight i still have a couple of tournies lined up, so i gotta stay sharp i guess -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
go fix it then? -
[General Thoughts] Traditionally in Litchi's favor, this matchup is even in CSE. The biggest problem that Litchi players would have moving from CS2 to CSE are the loss of glide throw, Daisharin, and Litchi's reduced damage (which is always shitty against zoners, because it takes longer to kill them). However, there are an assortment of new tools you have on your side. The most important thing you need to keep in mind is that you can't outzone Rachel. What you can do is bully her with normals and hit her in ways and places that she can't normally be hit. [Round Start] Lots of things can happen here. Against A lobelia at the start of the round, use 2B > 6C > etc and you'll have her cornered right away. I don't really recommend Itsuu for round start, guessing wrong will lead to an especially poor situation for you. She can start the round with winded 3C, or peel off and try to set up an item somehow. If they like going really high in the air, run underneath them and use Tsubame. If they like airdashing back an setting up pumpkin, a sj airdash JC will CH them and automatically corner them. Most of her ground normal attempts can be stopped with 5B[m]. If they show you they are willing to use J3D > w/e normal at the start of the round, don't hesitate to RPS Itsuu/5B at the start of the round occasionally. If you're unsure of what they'll do, DON'T airdash back. Do some sort of passive movement, like a barrier jump forward, or dash barrier or something. [Fullscreen Neutral] If you're here, you fucked up or you got hit. This is one of the positions where Rachel is strongest (the other, of course, is after she knocks you down). You have to close the gap safely as quickly as possible. If there's a lot of garbage on the screen, use Daisharin or 4 winds to clear it out and gain some ground. If you don't have the stick down, just place it with 5D/2D or use Itsuu > let it recover > 4winds. Alternatively, you can try press forward carefully. IB lobelia's/solar iris for meter. [Midscreen Neutral] Very important to control this part of the match as much as possible. In this matchup, you'll have to select your normals very carefully in order to deal with Rachel's items/normals. The most important thing Litchi needs to do here is to prevent Rachel from setting George while she has another item out. Treat Lobelia's as long range pokes at this range, rather than projectiles. If you can't stop them, IB them for meter. USE 2B AGAINST LOBELIA'S - I can't stress how important using 2B is, as they have to go out of their way to beat it, and it gatlings to 6C on CH (which is great). If you see an opportunity to jump in, feel free to do so, but be aware of her 6A. Some Rachel's will use it rather liberally to try to discourage you from approaching and to try to shift the pace to a zoning game, but that's a game you lose. If they like hanging around in the air, use Tsubame/Itsuu/JC/5DD/5D set 4 winds/Ryuusiou as the situation calls for it. Ryuuisou is an auto "NO" button against any item placement - make them fear it. One thing to keep in mind - try to limit the amount of 3C>5D you use to kill George. It's pretty easy for Rachel to CH you with Lobelia if you try too hard. 6B[m] only if you really feel like it's going to connect. Usually it's best when they've been fishing for 6A's, and you decide to stick to the ground a bit. Of course, it is imperative that your ad-lib combos are on point for this matchup, because you need that momentum to keep Rachel in check. After DP Knockdown, again, use dash 4kote 5d if they try to wind. Against Tempest Dahlia, if you're close enough, it's a free Ryuuisou. If not, jump and do JD or Daisharin. If the stick is already set and there is enough distance between the two of you, launch the stick (you might hit Rachel early or the super will touch you, and you'll get the stick back). [Rachel's back to the corner] Almost there...! At this range, 6B[m] and 2B[m] are especially effective. However, if her back is to the corner after you pushed yourself out too far from pressure, Rachel is probably going to try to sj > wind out. Like Jin's D Ice car, you can't react to this - if you smell it coming you just need to use ItsuuA. If she doesn't have any wind, you pretty much control this situation. [Litchi's back to the corner] Not bad if there's space between you, but a misplaced normal will lead to some very bad things happening. Because of the nature of this matchup, you usually don't have Litchi's back to the corner with Rachel far away, so don't worry about it too much. [Litchi's pressure] If you've cornered her, pat yourself on the back, then go apeshit on her. 2C is a bit slower than CS2 so it's easier to CH. With the staff, you can space 6A[m] in a way that you won't get touched by 2C, CH any mashing she does, and you can confirm both situations into combos. You can low profile her CA with 2B - as usual, it's much easier to time staffless than with the staff. If you don't have meter and you use 6D, remember her 5A is 6F, so if you want to trade you need to use yours as well. Midscreen, essentially the same. If she gets out, at least you can push her further to the corner. Keep in mind that midscreen you can use IAD J2C to beat 2C as well. Rachel's wind is annoying to deal with. If you want to use a meterless ender in the corner, end with xx > JB dj JBCD > falling JC > 6C(1) > DP > [D]. That way you can cover them staying in place, or trying to wind out. The J7C ender after ItsuuC also works well to stop winding out. If you want to use Kokushi, use 6D(2) > dash 6C(1) > 6C(2) > Kokushi. She can wind, but she'll wind right into the super and be forced to block anyways. If she has no wind, you can do all the normal stuff that you'd normally run. Remember, this character is going to try her hardest to deny you the goal of your gameplan - okizeme. Show them that it's not possible with these setups and get it in when you get them in the corner! [Rachel's Pressure] Life is hard. Essentially, all her pressure is more or less safe. If there's anything you need to be good at, it's IB'ing the last hit of 3C so that it becomes -3 (thus becoming unsafe and punishable). Of course, if she 3C's and has an item on you, there isn't much you can do. She can't do jA instant overhead on you, but she can set up a fuzzy with J2DB - just be aware of it. Rachel's wind shenanigans are especially good, so if they are feeling themselves a little to hard with empty jump J2D > 2B and stuff like that, jump out, mash or DP. When she knocks you down with George, you can try to just RPS 2A/DP/Jump/Block or you can just sit and try to block. Don't go crazy with abare but do establish that you're willing to try to escape. Unlike Kokushi, where the ONLY thing they can do is block, you DO have options, so don't hesitate to use them. Some Rachel players will dash and use 2C to Guard point your DP, if you chose to block you'll be fine. Respect pumpkin oki, most of the time there isn't much you can do about it. Judge carefully whether it's worth the risk of trying to DP. When you do block George, IB a few hits for some free meter. Use your meter wisely. Litchi's CA is mediocre and somewhat easily baited - plus you may need that meter for Ryuusiou or Daisharin later in the round. [Random shit] You can't do 6D(1) > dash 5C 2C 6C(1) on her.
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[General Thoughts] 5.5 for Litchi. Jin is a bit weaker but he's still Jin, so if he gets momentum he can be really scary and end a round quickly. --- [Round Start] -Both characters have a ton of options here, so if you're unsure on what to do, just walk back/backstep/airdash back and try to observe what your opponent likes to do. You can use Itsuu, but that'll lose to a dash 2B or 3C. 5B[m] will keep that in check. If they are backdashing a lot at the start of the round, a dash 3C will tag them. If they like waiting for you to whiff an initial move, walk back until they start running at you, then try to trade with 6D. Again, Jin has a lot of things he can do here, so it really depends on who you're playing. [Fullscreen Neutral] -I would try to close the gap a bit here. All Jin can do here is zone with 236X and do wave super if he has the meter. If he DOES have the meter, then be very careful with placing the staff. Try to IB Ice swords. [Midscreen Neutral] -This is where the match gets decided. Jin's main ground tools are going to be his 5C, 2A and 2D. Because of Itsuu, they'll also use 2B or 3C (though it tends to vary on player preference). His air normals are where he shines though, you can't really beat his J2C with anything besides Itsuu's guard point. First off, if they are fishing for CH's off Ice swords (by using j236 > dash 2D), IB the Ice sword and move out with backdash or air backdash. 5A should beat his JB free as long as you time it properly. You'll have to use slide 2A to beat JC, but it's kind of hard, so I don't recommend it. -Establish the pace that you want to play at. If the Jin has a poor ground game, put the stick down with 5D, and approach via the ground. Make sure you confirm CH staff the best you can. If they like doing jump > dj, use Itsuu, or put the stick down and move. If you use 5D on a strong player, approach carefully, if you go by the air try to be right behind the stick, or else he'll be able to use JC to stop your approach. Likewise, if you use 2DD to try to push in, he can use rising JC to stop you from airdashing in. Again, try to IB any ice swords. Alternatively, you can try to press him with your staff normals, but be aware that they have plenty of recovery. In the end, it depends on how the opponent approaches the matchup. [Jin's back to the corner] -Watch for Super jump up > D Ice car. You can't react, you just have to do it - if you wait, then he'll already be out. Outside of that, press the advantage and intimidate him with your superior staff normals. If you already have the staff down, you can launch and approach safely with 6B or 5C. If it's not down, you can put it down, just watch out for ice car. [Litchi's back to the corner] -If you have the stick, you outrange him. If you have the space to put it down, you might be able to use that to push back towards midscreen. If you have meter, sj and use Daisharin. [Jin's pressure] -He has less freedom with his gatlings than CS2. Magic J2C is unstoppable with normals, you need to crouch under it. His 5B is even on block, -3 on IB. Jin's really like using the 2nd hit to vacuum - you'll have to watch their habits to find answers. If you think he'll reset pressure, just mash it out. His overhead is VERY hard to block on reaction, especially raw. You can mash 2A > 6A but not 5B > 6A. Also, keep in mind you can use barrier to push him out some, but it's not too effective. -In the corner, he can use 5B vacuum to pull you out. This leads to several great left/right/high/low mixups. Just be aware of it and be ready to defend properly - you might be able to jump out depending on how he acts. -After blocking 6B, you'll have to dice roll. Some Jin's like backdash > dash 6C, others might just sit and block... it depends on the player. Use DP/Block/Jump mostly. -Resets are a little more restricted this time, but it's mostly w/e into 6A/3C (or 2B if you're midscreen) and throw. [Litchi's pressure] -Tsubame knockdown midscreen, establish first that they can't roll by using dash 4 Kote > 5D. You can confirm that to a corner combo. -4D Knockdown midscreen, use 66d > 2A > etc. -2A > w/e > 44 > w/e to beat C DP. For example, 2A > 5B > 44 > 2C, if he does C DP (or gold burst) you'll backdash, if he blocks you'll just do the gatling. The best part about this is that if he has meter, he won't be able to RC. -2B will low profile D DP. It's very easy staffless, rather difficult with the staff. -For mixup, if he has less than 50 meter, use Kokushi. If he has 50 meter, either use some meterless ender, or use xx > falling jC > slide 6A > 5D > 6 Kote > 4 Winds. [Random shit] -At max range, the falling hit of Tsubame will whiff. -If you're doing an ad-lib combo near the corner and you're trying to get 6D(2) to connect, either do it early or late. If not you'll only get one hit of 6D to connect.
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[General Thoughts] Something like 6-4 for Litchi. If you play perfectly, he really shouldn't be able to touch you. Picking up on their habits is especially important in this match. --- [Round Start] -Jump back jC > airdash back jC. He has no answers to this, and you'll create the space you need in order to set the pace of the match. --- [Fullscreen Neutral] -Tager will probably be either super jumping, jumping forward, simply walking, or charging for Spark Bolt. You should try to position yourself in front of wherever his super jump arc ends. -If he has Spark Bolt, your goal is to not get hit by it. At this range, you can't do anything to stop it besides jumping over. When jumping, make sure you barrier jump. You can try to be cute and 2B under it, but if you have the staff you pretty much have to guess and it's not worth it. If you're staffless (which yuo really shouldn't be), you can do it on reaction. --- [Midscreen Neutral] -Where the majority of the match should be played. [Foundation] -The foundation of this match is 6B[m]. 6B[m] > 6C[m] has extraordinary pushback and will push him out very far away. The trade off is that you're giving him a small amount of meter (should they IB). If they IB your 6B they should be able to jump over the 6C, so be careful, and try not to get too liberal with your 6B > 6C (as in, don't use 6C much unless it's a tip hit. Along with 6B, feel free to use Itsuu, either hold or cancel. Try not to follow up the guard point unless you actually get touched. Sledge WILL beat Itsuu follow up if you poke with it, but if you guard point Sledge, you should be fine. Tager can coun0-ter by doing Sledge follow up, if they do that, just hold the guard point until the second hit, then counter. -I shouldn't need to say it, but just to be clear, when you do 6B[m] > 6C[m], you should buffer an IAD in case it hits. [Tager's super jump] -As stated above, you want to be in front of wherever his super jump arc is. His normal jump obviously doesn't reach as far, but is not as immediately threatening as his super jump. Basically, if you do something wrong when he super jumps, he's in, so that's the situation you should make sure you're really on point to handle. Tager will likely use JD, J2C, or JB as his attacks from a SJ. Itsuu will beat all of these if they super jump. 5B will beat JD if you're spaced right, but will lose to J2C and JB. 2C will beat JD and JB, but not J2C. In the end, you really want them to fear Itsuu. Itsuu is safe, so if they block it you can choose to drain their barrier, or try to do a cute mixup while he's falling down. If they fear Itsuu enough, you won't have to pre-emptively go into the stance, and can simply use 5B > 2C > 5C or something to force them to the ground and push them out. Alternatively, you can airthrow him or jAA > Puprle throw (for TRM) as well. If he super jumps, it's free pickings for you. [Tager's Normal Jump] -If he jumps, you can try to reposition yourself, or push him out with 5B > 6C or 6B > 6C. Be aware that he can GETB normals when he lands, so using AA's are encouraged here. If you've gone into stance as he goes up, go ahead and use A followup. [Ground to Ground] -His ground normals are pretty much no threat. Use 6B, 5B or Itsuu. Again, if you want to use Itsuu, guard point the hit, then follow up with the counter. Itsuu is the one you want to use the least, but it does have it's place in this matchup. -If you're playing against a Tager that is playing safe, it'll be very hard to score a counter hit on him. However, their safe play (as in, they know 6B is coming, they won't super jump very often, etc) leaves them open to approach. Take advantage of this to run in a bit and try to get a offense in. Peel off if he blocks one or two mixups and return to neutral. [i got magnetised!] -Itsuu ignores magnetism. At this range you can spam Itsuu and you won't get pulled in and you don't have to worry about any random pokes. If you have the read on a charged 6A, do a dash 2B > 6C or use 3C for a CH. Against Sledge, you're just going to have to move out of the way, or you can try to hit him with 6B or 3C. --- [Litchi's back to the corner neutral] -Honestly, if you're here, you probably messed up somehow, but escaping this situation isn't impossible. A smart super jump > airdash out, or running under Tager's super jump, or hitting him out of a move will get you out. Burst/Gold Burst if you have to. --- [Tager's back to the corner neutral] -Great for you. You can tag jump outs easily. Try to tag the end of his backdash with 6B, it's really worth it. Not much he can do here unless he guesses right. If he has Spark Bolt, you should be cautious. --- [Tager's pressure] -Honestly if he's pressuring you, you fucked up. You can try to RPS Tsubame/Mash/Jump, try to mash backdash, or use CA on a move with a lot of frames (that isn't jump cancellable!). CA is the safest way out. Although it's easier to jump out than to backdash, I encourage using backdash to escape since some Tager's try to yomi Collider jump outs. Barrier defense isn't very effective. [Litchi's pressure] -Generally, you want to take it easy because he can churn 360/720. 5A is +3 on block so you have a bit more freedom with what you can do. [Gadget Finger] -RPS = 5A/Block or move/DP. If you don't have the staff you might want to be a bit more passive, because it'll probably be the round if you're wrong. Tager can OS gold bursts with something but I forgot what... but you don't want to Gold burst gadget finger. [Litchi Okizeme] -Litchi has a couple of options that are safe. JB > dj7BC > land Kokushi is safe to pretty much everything. For Kokushi mixup, use rising jC/6A/3C. JC's p1 is 90 so you can squeeze a little more damage and meter out of the follow up combo than if you tagged a 6A. -As far as your meterless options go, if he has meter it's a little rough... I personally like ending in xx > ItsuuC > j7C > [D] and watching what he does. If he doesn't have meter, you can use ItsuuC > Hatsu Chun and set up a meterless instant overhead against him, that you should be able to convert into Kokushi. Use J9C > JD > falling JB > 6B > 2C[m] > etc for the high.
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[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
gimmicks = not legit shenanigans = legit but HELLA annoying lol -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
ehhh 22d isnt a gimmick, it's a shenanigan -
Hokuto no Jersey thread: Fist-pump of the North Shore
Lord Knight replied to bbq sauce's topic in East Coast
im importing it -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
You answered your own question, lol. It's best to try to use all the options available to you. Not only will you have more venues to open people up on offense and escape on defense, but it will help beef up your neutral as well. Play! Try to focus on tangibles. The most important thing at the start is to make sure you understand your combos and don't drop them. Even if you're sloppy in some other manner, if you can do significant damage to the opponent when you hit them, it'll make up for it (to a point). Try getting games with people of all sorts of skill levels and see what you can get from it. Don't hesitate to ask better players for advice after you play as well. If you decide to get serious about the game (or fighting games in general), or if your local scene is big enough, you can go to a tournament - people pretty much play all day, and usually the strongest players in your area will be there. When you jump, you eventually land after X amount of time right? And then once you land, people will switch back holding [1] until they see an overhead. If you airdash after jumping to a certain height, you're extending the amount of time you're in the air, and if you time it right (as in, airdashing right before you touch the ground), people will switch to [1] if they aren't expecting it. It's rather quick and difficult to react to unless you're anticipating it. As Fluck said, the command for breaking throws is B+C, so if you put yourself in a position where it appears that you would throw, people will try to do it, which is why dash 6B with Jin scores counter hits. You need to consider that your opponents have played hundreds or thousands of matches, and have been in similar situations thousands or tens of thousands of times. When a certain answer tends to work more than the others, they will default to that answer. -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
played a lot today, ggs to the guys i played i need to revise a couple of matchups, id say -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
i think he meant blactricity -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
all right, ill get my monitor and set up -
[CSE] PSN Match Finder/GG Thread
Lord Knight replied to Amadeus46Art's topic in BlazBlue Online Play
who wants to play a bit? -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Lord Knight replied to BladeOfJustice7's topic in International
kimiiiiiiiiiiiiiiiiiiiiiiiiiiiii also i think there is a french bb forum? i know 2 french players, skyll and chronoxir. you should try to find them on the internet somehow?