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Everything posted by Lord Knight
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use your head, jeez advance input the 236A
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Hokuto no Jersey thread: Fist-pump of the North Shore
Lord Knight replied to bbq sauce's topic in East Coast
go on skype or something -
Hokuto no Jersey thread: Fist-pump of the North Shore
Lord Knight replied to bbq sauce's topic in East Coast
ill help you out if you want -
Hokuto no Jersey thread: Fist-pump of the North Shore
Lord Knight replied to bbq sauce's topic in East Coast
bbq my bro hit some buttons plzzzzzzzzzzzz -
im not nejimetroid ;_; i wouldnt use such an ugly colour ;_;
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wow, who gave me a 360? sweet
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t-the gods?!
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Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
Arakune CT and CS1 backstep = god, CS2/EX = really, really good. If they dunno how to option select it, you can seriously just mash it out. Plus there are strings that you can just use backdash to escape out of, and getting away with Arakune is good (except vs the zoners, obviously). I'm exaggerating about the 10k, but you do (read, SHOULD) take the round off curse, with little effort. Maybe 2 or 3 characters at most can actually do a little when cursed. If they have low primers from CA's/bursts, it's a definite win once you curse them. The thing I don't get is why you're so focused with approaching with Arakune, you can play him like Tao in most of his matchups, characters can't AA you effectively without a projectile if you're good at using air to ground tele, and when you do catch them blocking, even if they block your pressure you can still end with 5D or just run away and repeat. In your example of Arakune vs Litchi, zoning with the staff is only effective if they aren't good with him and don't use air to ground teleport, it's actually extremely difficult for Litchi to stop Arakune from moving. If you really just ran around, use air to ground tele some, mash backdash/gold burst occassionally (gold burst beats the backdash OS), and played passively until you curse them, you'd probably do better with the character. He's pretty braindead besides his matchups against the zoners (which shows me how good a player really is as Arakune, imo). The thing is, most players try to overcomplicate their character/character's gameplans, and get lost within the muddle, thus losing. I've seen it a lot (and I've been there too). Yeah, that's fine, it's tough if they just fly at you directly, because if you have the staff set at 5D set, you're actually only covering a really small area in front of her. I prefer to set the staff in 2D set, watch, release when he flies, then tag him with Hatsu if he tries to come down on me from above. That or you can always move the staff forward some. He can still pretty much move around anything though. 1) 2D, watch her, hit 2D when appropriate, follow the staff. IAD when she does 5D, dash in when she does 6D. It's a bit of a guess, but the moves have long recovery. If they are running around you, stick out moves at a safe midpoint. 2) Bully her, invade her space. Once she gets 1 charge, the neutral changes quite a bit, and it gets harder to deny her more stocks. 3) IB > jump/5A or put the stick down > watch what they do > launch it. 4) Be more specific, you can't really "get out of" crossups, you can guard them properly or avoid the situation though. 5) You lost if you let yourself get sandwhiched. Airdash j2C, Zaienga. The former is also a safe jump. I still think the match is even, it's a bit harder since he has more freedom (as far as movement), but his chains are a lower level, so it's not too bad if you block them. He can still rob me with huge damage, but he's not that good at getting out of pressure, same as usual. Since he's more of a movement based character, I try to figure out ways to deal with their movement, if they aren't that good/only use really linear ways to approach I do 5DD over and over, if they are better at moving around I have to use more options. Once I catch them blocking I try to take the round, because the longer I extend the round, the more likely I'll lose. With Tao I just run around and do whatever until they whiff in my face/I catch them with D, combo > repeat. Sometimes I'll end with low j236b enders, so that I can keep pressure. It's not too hard because they are both movement based characters, but his chain has no blockstun now. -
youre letting it go too early
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loses to lows/throws/unblockables
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Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
jD - too safe. Ashura - mashy huge super, shouldn't really give such a hard knockdown either Nails - limited, but who cares? They are super good regardless of whether they are limited or not, Litchi's staff isn't staff isn't a free approach on most of the cast, Litchi using the staff in pressure can just get her mashed out, while you can NEVER mash Bang after blocking nails. 5A is good. 5B is a god normal, so fast and huge, puts other character's ground pokes to shame. Good corner carry is good corner carry. Getting people in the corner is good in this game, and he gets it a lot. FRKZ - Round over. Plus, the general playstyle of the character as well. -
Hokuto no Jersey thread: Fist-pump of the North Shore
Lord Knight replied to bbq sauce's topic in East Coast
thats legit imo i only play bb cause i enjoy litchi -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
By the way, I freely encourage everyone to post their opinions in here as well on any topic, I find it pretty interesting to see what other people think (even if I disagree). 5A, 5B, jD, corner carry, ashura, damage, nails, FRKZ Heads up, there was no B tier in CS1. I don't really care about the statistical stuff too much, but if I had to list what tangibles I thought were important to keep track of (let's say, in a tournament setting) it'd be something like - 1. Win/loss ratio 2. Set win/loss ratio 3. Matchup win/loss ratio 4. Placings That's it. Everything we do when we play just leads up to win or lose in the end. For your second question, I think it's a waste of time, and I think it's taking the concept of risk/reward the wrong way. I pretty much treat every situation as its own individual event. I take what's presented in front of me on the screen at that moment (ie what character my opponents using, how much health I have/they have, how much meter I have/they have, etc), the actual player I'm playing against, etc. Then, I do what I think is right. If you think he's gonna bait your dp, use 2C[m], you'll always win. Well, for the Carl example, that's actually not always the losers fault, you can't practice to beat Carl's unblockable, you'll just get hit by it. The good thing about BB is that you DO need to know a lot to be high level, if you have knowledge then you won't get tripped up by random scrubby stuff. To me it's boring if you can just play against every character the exact same, what's the point of having a big cast then? To be honset, to be top level at any game, you probably need a good amount of knowledge about it... not ALL of it but you need to know a lot, for sure. -
Hokuto no Jersey thread: Fist-pump of the North Shore
Lord Knight replied to bbq sauce's topic in East Coast
it just sounds like you dont understand the game, but if you cant have fun with it at a basic level, it cant be helped same reason why i dont like kof (and thus, don't play it) btw it was pretty easy to stop plat 5a xN -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
Matchup knowledge is important in any and every game. You can't suceed without this knowledge. Depending on what character you pick, you may have an advantage if the other player is not prepared for your character, and that's their fault. I can't say that KOF is popular for specifically these reasons though, it could be that people just enjoy playing the game lol. Valk is dumb, but people wanted to know who I felt was the dumbest character. What they do to Litchi every version is usually take something that's too hard for the weaker players to use and replace it with something really easy and scrubby... but they did it backwards in EX, they made her combos pretty hard, then made itsuu guard point super scrubby. Haz was real lame the past two games, this time he's ok. Jin and Lambda are characters that take a lot of skill to win with, Tager and Plat too. I think you're just missing the point. Is the game deep? Yes. Is planning for matchups hard, and do they take a lot of thought? Yes. But do you honestly think that during matches, when characters are moving in fractions of seconds, that you'll have to time to think of a complex equation and find a solution for it? Of course not. Mindgames, mixups, whatever, when you're actually PLAYING the game, you're essentially trying to just react to situations you've prepared for with a proper answer. This game, and fighting games in general, are likely much simpler than you think. No, he's not in CH state after his backstep. He probably randomly tagged it by accident > buttons > 2D > RC > Full combo. I don't know what Makoto can do to Noel in EX, I would've said it was even in CS2... most people will say that a match is even if they don't know it, but it's probably harder now that your damage doesn't compare to hers. I'd make sure you could deal with drives, especially 2D/4D, and you should have an answer to her CA. You can't look at yourself at present and think "I got better", you have to reflect on past events, and compare them to yourself in the present. You get all the things you want just by playing, and trying to focus on doing those things. Tangible things a good player has - good spacing, pretty good combo execution (like 75% consistant), good hitconfirms, knowledgable about matchups that are relevant to his character (as in, if they main Litchi, there's no real reason for them to worry about Arakune vs Carl), and good mixup (if the character allows it). Anyone can get this far, I think. When it comes to these tangible things, you should be able to compare to your past self and say "Oh, I got better at x, y and z". You just need the self confidence to believe you actually got better at it. Being a great player is all about intangibles. It's the reason why I can't really say anything when a good player comes in and says "how do I get better" - it's because I don't know. I'd say being a great player is all about thought, every great player I've met has their own approach to their game, and their own individual mindset that was forged through playing a LOT. Yes, I think I'm good. I have a good character, with strong mixup, that rewards smart play. Even if people know the matchup, I can still rely on strong tricks/setups that people haven't seen before, since my character has a lot of potential when it comes to okizeme. In tournament, I only need to win 2 or 3 games to win a set, so Litchi is great for tournaments. -
Montreal Air Dashers - April 14th MAD tournament, Anime fighters ONLY!!!
Lord Knight replied to Brice's topic in Archive
whos lordknight -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
Make sure you can do corner combo, combos off all throws, and know what characters that Tao can do 6B > full combo to. IIRC it's Litchi, Haz, Noel(?), don't know who else off hand. Also make sure you learn one simple hitconfirm that you can do off all random air to air hits, you don't have to do the empire ones, just something simple until you get used to her. Tao is hard to get used to, it takes like 2 weeks to a month if you're playing her casually. Glad you got lucky, and sorry for everyone else, I guess? There are characters that take skill, and there are good, great, and world class players of dumb characters, but dumb is just dumb. You might want to take a step back and think about BB's cast, and fighting games in general. -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
Like I said, it's fine to play a dumb character, they just exist, it can't be stopped. I'm sfine with playing Litchi because she's fun, the character I like the most, and I think I can win with her, but I've always felt this way about the game. -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
Arakune is easy, just mash backstep, only a couple of characters can stop it 100% in a really damaging way, just turtle and don't take risks and you'll curse them eventually, then they can't even play the game against you. Do 10k after hitting them with mixup and you win. He doesn't take much thought, he's just the opposite of the rest, you can't really mash with him, you just take no risks besides backdash and you're fine, it's always been that way. -
Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
I don't know, I just know it's not universal, I do easy mode stuff. Daisharin was super retarded in CS2, you were getting 4700/5700 for high/low respectably and getting the meter back to do it again. Like I said, I don't mind Daisharin getting nerfed, OR lowering Litchi's damage, but I feel like doing both was too much. Hakumen is dumb. He does triple my damage off all his hits, gains meter for literally doing nothing, gets super high damage off his mixups (compared to me getting high damage off only one of my mixups). I only cared about D when it used to do Noel level damage for just throwing out jD and crossing your fingers, this game it's just ok. Like I told you before, I wouldn't care too much, but they keep nerfing my character since "omg oki iz 2 gud fff no fair" but they give other characters shit like this? Ragna's been doing 4k off his overhead since CT, Hakumen will break 4.5k off Tsubaki forever (and don't try to say "well it costs meter!", because he gets meter for doing NOTHING), but Litchi gets a good combo off her overheads for one version and the developers go "whoa whoa, we fucked up, can't have this"? I don't get it. His combos off pretty much every hit all carry ridiculously far to the corner, which we all know is prime status in CS2/CSEX. On a related note, I do think Litchi vs Hakumen is even if you're a world class player. Really? Bang is so herp derp, it's obscene. The characters are just dumb, you can play without thinking too much, be pretty random, abare like crazy and still win. Your looking too hard for the answer. Really, no one wants to think their character is dumb. Everyone wants people to think they are playing a super hard, high skill character that's hard to win with, but it's simply not true. It's fine to play a dumb character, it's just part of the game. I can easily translate "Anyway, I think Hakumen forces smart on others since he's one of the few characters you can't autopilot against. In turn, the opponent has to be more creative and use more baiting and better spacing. So in the end, it could be argued Hakumens have to deal with the craftiest of all players! He may be mechanically dumb, but you certainly can't autopilot with him!" to "Hakumen is so easy, since I have D and 2 star Hotaru I can just scare my opponent into never attacking me, I gain meter for doing nothing, and I don't even really have to abare, I can just sit on my shit until I have enough to either do 3k+ off jA or hit them with some kind of jB/Hotaru mixup for 5000+, then turtle until I win". Anyways, enough about this, I didn't know my opinion of dumb would turn into this lol. Just play matches, and make sure you use OS throw. -
ok so since yesterday fell through, maybe i can go today EDIT: make that maybe a definitely, im gonna go to zp after i go to the beach
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Lord Knight's GAMEPLAY RELATED QUESTIONS ONLY thread (EX edition)
Lord Knight replied to Lord Knight's topic in Archive
Valk's mixup is better than Rachel's imo. First off, her rising jA being "harder to see" doesn't really matter if both their high mixups are unseeable. Her mixup can be made safe with items, but they do rely ON the resources, of which Valk has easier access to. Of course, everyone (including Valk) has ways to make their setups safe against reversals and such. In the end, they are both heavily momentum based characters, and you're just tight imo~~~~ I've played Tao since CS1. Arakune, Noel, Bang, Mu, Tao, Hakumen, Carl and Ragna are the dumbest characters. -
if you wanna play before friday that'd be golden~
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im with a couple of friends, we did drive down if you guys really drove down here that'd be crazy lol
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im here until march 31st