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Lord Knight

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Everything posted by Lord Knight

  1. You don't need to worry so much about taking a random ground non-CH midscreen hit from Litchi (unless she has meter). So, really you just need to catch her blocking. Against stronger players, you shouldn't hope for random itsuuB's. Well, Tsubaki has a godly jCC, so it's fine to play in the air a bit more. If you want to get a better ground game, I think it might be helpful to consider why/what is so good about staying on the ground. For me, it's about how many more options I have when I'm simply standing still in one spot, rather than jumping.
  2. the throw is used because if a throw (7f) and an attack come out on the same frame, the throw always wins
  3. yah, that does happen, and usually when the first hit whiffs and the 2nd hit connects, people dont ib it, so its good for us you really shouldnt lose as far as mashing in that situations if they ib, that doesn't mean "your turn is over", instead it creates a RPS situation
  4. first - they cant do ANYTHING between hits of 6D second if 6d(2) is barrier blocked and not ib'd, it is +4. on normal block (no ib), it's +3 so in those cases, only a reversal should beat your 2a now, if your 6d is ib'd (a common scenario), then yes, the opponent has various options - you should note your opponent's habits and adjust accordingly if youre comboing an opponent, you should be looking at their meter, health, and whatever else (special gauges, bursts, who they are actually playing) and decide what kind of knockdown > mixup you want then pressure - cycle through a bunch of good options randomly, if you notice something working especially well abuse it while you can well, coming from my stand point, i already know all the matchups. so, i see how they react to things i do, from the moment the first round starts. if you look at it like that, it should be rather easy to gauge not only the amount of matchup knowledge do they have, but from this information you can make vague guesses on how they will handle other situations as for your 2nd question, it depends. you need a high level of mental fortitude to have the awareness to realize that you're getting caught up in the opponent's pace. this can mean different things to different people, but to me, it generally means playing outside of my element/playstyle
  5. combo knowledge is important, and execution is a universally important thing to be successful in this (or any) game on top of that, more importantly than just general combo knowledge, is the ability to confirm counter hits and ad lib combos although you can't rapid tsubame, it still has a powerful passive presence. being able to identify how much they fish for your dp can give you alternate escapes out of pressure
  6. use 2b, it low profiles bat free dont challenge them if they do bat in the air, plat has 0 landing recovery and is just going to mash bat again when she lands on the ground daww, you flatter me
  7. late os tech helps vs kishuu/throw trm. also, use barrier guard to stop link pressure shenanigans (stuff like 2b > 2a >2b) this match is all neutral, it should actually be rather difficult for hakumen to get in. use 6b[m]/feint, itsuu and airthrow, then use 2b/3c to beat kishuu approach. 5b anti air is also excellent remember that you have meterless instant overheads in this matchup if youre able to use litchi to her max potential, this match is very even
  8. its not about the height of the opponent in EX they added a pinch of recovery to 5d, so you have to hold 5d a pinch, then release > chun after you do 5d > chun > 6d in a corner combo, the ender you use depends on the type of okizeme you want obviously, your aim is to get kokushi knockdown by going into 5b > 6c(1) > 4kote > aerial > slide 6A ender, but you may have to do different routes depending on how much meter you have
  9. it works if they are being really predictable, as going into stance has significant start up frames if they are using a lot of normals, you might want to barrier jump/backdash instead of course you cant "bait his chains" lol you need to adjust to the way they play, just putting the stick down and launching it wont do much if they are aware of it, doing that is best against mindless hazama players that just try to j6dd in over and over you can also use itsuu to guard point chains, depending on the angle he's at, either counter with follow up, launch the staff, or cancel it really, this match can be decided from the start of a round 2b and itsuu beats jabaki 6c beats stand in place 3c 5b beats stand in dash 3c sj airdash jC beats round start iad back/jump back j6D
  10. -5 -4 -3 -2 -1 0 1 2 3 4 5 0 is midscreen
  11. "please don't join my room again until they give litchi her much needed downgrade"
  12. yo, remember that time you let me stay in your room? EDIT: Dacid did you still need a ride to the hotel or did you get that shit figured out?
  13. if youre using it ground to ground, there is a real chance you can get hit by a low, but if you use it as anti-air, there are literally only 2 or 3 chars that can do anything that isnt block.... also, litchi can very easily set the pace in neutral vs hakumen imo
  14. i dont think youre playing that match properly really, youre more or less playing it the same you play every single match... though that hakumen wasnt very stellar either i saw you actually guard point an aerial before letting go with the follow up, which was good, but you need to do it more often, you don't have to let it go every time i dont think the hakumen didnt burst because he thought you were free, im sure he wouldnt have bursted no matter who was playing him now i dont normally do this, but im actually curious about what you guys think of my play... http://www.youtube.com/watch?v=QCw9yRl9RN0&feature=plcp vs Ragna http://www.youtube.com/watch?v=Ptb9PAPG-5A&feature=plcp vs Carl http://www.youtube.com/watch?v=-2IVkH_yPX4&feature=plcp vs Bang http://www.youtube.com/watch?v=XYmRjo7L9C8&feature=plcp vs Makoto
  15. i think youre misunderstanding the match is even the longer you take to beat him, the harder the match is because once he gets 50 meter, his damage output is far greater than litchi's if you win rps at round start, you can literally take the round right there one random ch on him, one cancelled chain or itsuu vs chain, that's all it takes to take the round
  16. actually if you want to beat carl you need to use 5b[m]/5b, 2c, jB[m]/jB, 3C > 5D, 4winds, tsubame and itsuu 5b is great because even if the sister uses a super armour move, you can still jump cancel to airdash away or do a rising jB
  17. you gotta touch the sister, but you cant use slow moves basically you can tell how good the carl is by how they deal with 3c > 5d
  18. i mean like everrrrrrrrrr EDIT: i mean, im litchi come on :/
  19. so the cool thing to do is to not tech ever these days
  20. recording strings to try to react to them if you just knew the enemy chars gatlings, blockstrings, that'd save you a ton of time
  21. ok, i added plat, can't believe i forgot her lol
  22. i feel like thats a huge waste of time
  23. i forgot plat ff also yeah i meant 6-4 for litchi. maybe 6.5.
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