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Everything posted by Lord Knight
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OK, did some more testing. Because of char combo rate nerf, you can't do 5B[m] into j2B combo at all. You can do it off moves that have 100 p1, so in real matches, just 6B and 6D starters. 2C looked possible but it was iffy. 6B combo = 6B > 6D > hatsu > riichiA > ippatsu > tanki hatsu > haku > hatsu > riichiA > j2B > air hatsu > haku > chun > 5d > 6a > feint > dash 2c > 4d > run out of corner 5b > 6c(1) > 4kote > jB dj jBCD > delay falling jC > ender 5000~ dmg, 61-64 meter depending on ender of choice Most of the time, the best route to go after a hit is tk hatsu > haku > chun > haku > hatsu. TK hatsu does more damage than normal hatsu (by a small amount) If you are playing vs a char where you can do 6a > feint > 6a > 6b[m] > 6d, if you just go into aerial you can break 4k. I didn't think of it till now, but say 5b > 2c > 6d > tk hatsu > haku > chun > haku > hatsu > riichiA > ippatsu > tanki hatsu > 5d > 6a > feint > 6a > 6b > 6d > 5b > 6c(1) > aerial should just scratch 4k
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CS2 - bcb loop will do around 4.5-5k CSEX - need to find something
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if you have meter, hatsu is very safe
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yeah, so tk hatsu > haku > chun > haku > hatsu > riichi seems to be the main way to go, ill take down accurate damage numbers tonight
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ippatsu lost bonus prorate, and her character combo rate is now 70 because of changes to proration, it's overall better to do that combo
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hatsu, air hatsu, tanki hatsu, i believe follow up hatsu all have repeat prorate now, as does chun, air chun, follow up chun, and tanki chun
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I've been playing too. Right now I'm trying to figure out how to optimize combo routes... essentially this time it's not so much about damage (even though it's important!), it's more about choosing how to go into your oki option of choice. Main combo combo routes are split into 2 (as far as damage) - the 6a > feint > 6a > 6b[m] route and the 6a > feint > small wait > dash 2c[m] > 4d route. The former is character specific (6b[m] will whiff some characters). Example - 5b > 2c > 6d > tk hatsu > haku > chun > haku > hatsu > riichiA > ippatsu > tanki hatsu > wait > 5[d] > release > 6a > feint > 6a > 6b[m] > 6d > 3c > 2d > 6c(2) > 6d > 3c - this is around 3.9k 5b > 2c > 6d > tk hatsu > haku > chun > haku > hatsu > riichA > ippatsu > tanki hatsu > wait > 5[d] > release > 6a > feint > small dash 2c > 4d > run out of the corner > 5b > 6c(2) > 3c this is like 3.5k, I didn't check to see if you can do aerial, but you definitely can't off 2a starter. I forgot how much meter gain you get off of 5b, but off 2a it's 50.
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chou and shounen are in godsgarden having personally played against shounen, im really excited to see what kind of stuff he's come up with
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Nah, more like he has good defense, but it's not because he just blocks.
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I just want to say, you shouldn't confuse "defense" with "blocking", a good defense is knowing how to get out of pressure safely, that includes using everything you have at your disposal.
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That wasn't a random Ragna, that was the 2nd best Ragna at alpha station - plus it is only one game, so anything could happen. If you lose 5-0, or 10-0 to one person, but it goes to the last round everytime, you wouldn't consider that getting bodied? Matches vary, anything can happen, but if you're losing consistently (as in, YOU LOSE comes up over and over) then you are losing consistently - you can't just add your own contingencies to what "winning" or "losing" is. As well, since anything can happen in tournaments, if you really want to prove to others and yourself about your skill, you'd have to go to multiple ones. Sure I'll get trolled for occasionally getting 2nd at events, but I've only gotten 1st and 2nd at multiple CS2 events across the country (besides Rev, the first one). Consistency is what matters the most. Anyway, creativity to me is changing the standard. If your play is textbook, it can still be solid, but if you have your own tactics or use tactics that aren't well known, it'll be much more effective, especially in tournaments.
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No, go to a tournament and try to win, that will mean infinitely more than winning on PSN.
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PSN lags too randomly, and that's the thing I hate the most. I remember playing vs you online and raging pretty hard lol, it was way more fun when you came out to WB. It's very good to use the staff to clash with projectiles, but not so much with riichiB. You just need to get used to timing/spacing/which way you should set the staff, and it depends on the kind of player you're playing against.
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Hm, that's pretty interesting. The thing is like to me, for zoners I feel like their matchups is mostly tweaking how they should zone depending on the other characters tools. I could see how you could overlook certain points of matchups.
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Yeah, like I said I wanted to use just organic matches, most of the replays I save are just me styling on people. Hopefully you got some ideas! The matches were pretty fun too
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I've started back up, practicing/irl stuff kept me from doing it. As usual, it's here. Way too abare in my opinion, if you're going to play like that you should try mashing 2A occasionally, because midlevel players will just try to bait your dp's and stuff. Dash DP is only good vs Valkenhayn in my opinion. It's really risky, but if you mixed in normal DP more then it'd work. Also, I think you buckle under pressure too much, 2A > 2C was beating your jump outs a lot. Overall just try calming down a bit on defense - you just want them off you, you don't necessarily want to hit them. I have one, but I leave it off most of the time. A good chunk of BB players are otaku I guess? I don't know, most players I've met at tourneys are rather socialable. --- That's more or less it for the CS2 thread. I'm going to open an EX thread relatively soon.
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Small is not worth it imo If you aren't getting at least 4000 dmg and 45+ meter, you need to fix it.
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Those seem ok, but if you don't have some solid ways to combo out of them after successful mixup, it's pretty much worthless. Plus you'll be vulnerable to certain reversals... but it's fine as long as you don't use them vs those characters. EDIT: Chou, A-chan and Puromete were all at NSB to my knowledge.
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he's not playing her this version
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bang is his alt
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you should probably check your stream chat
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back throw > itsuu combo, you have plenty of time to actually input the move, if you rush it the staff will land too far and you won't be able to do the combo (without doing something difficult to correct it) do instead back throw > small delay itsuuA (most of the time their body was above your staff when you hit them, they should be below) > haku > hatsu > 63214A (try holding the button so that it comes out right away) > A on the staff > wait a sec > B tsubame > ryuuisou, you need to input ryuusiou faster, you can get it much earlier than when you were inputting it, if you do it faster you won't get those accidental super jump jC's because you'll just buffer right out of the dp, best input is 64123678C (as in, forward, back > roll to up C) for the start of the corner combo, you never want to do 6D > haku > hatsu because you'll them way too high, just do hatsu instead
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[CSE-CP] Jin General Thread "Jin it to win it... again"
Lord Knight replied to Yuushiro's topic in Archive
Ren has around 3k games? And maybe <100 matches up... are you sure you know? -
omnichoke, lol pretty sure he wanted to play makoto since she was announced in cs1
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Oh sorry, I thought I answered this. Anyway, I like characters with some sort of alternate mode because it gives them much more options. More options = more ways that they can be played, and more strategy to be developed. It is pretty dependent on what kind of mechanic they have - like with Arakune it's pretty obvious that his goal is only to go into curse (ie, the goal of his match strategy), but take a character like Litchi, you can choose to hold her staff or set it and use it as a projectile + gain access to a different set or moves, or Hazama who can vary his movement quite drastically with chains (and they way they move definitely varies from player to player) - I feel like these characters still have a way to be played, but each player can put a much different spin on it. But even characters that are simpler and linear can be played differently, just because they are simple doesn't mean everyone will use the same set of tools the same way. Bang has been explored a lot and he's actually pretty good, he has high corner damage, good nearish corner > corner carry, strong mixup and pretty good neutral (despite some problems against certain characters). However there's a dead zone midscreen where he has problems carrying to the corner, which hurts, and his damage can be pretty low there. I also think Bang does exceptionally well against Valk compared to the rest of the cast, and does well against everyone listed below him. Most of the characters above him are his traditional bad matchups. Mu has pretty good damage, high max damage and pretty decent corner carry, but most of the top characters are good at shutting down her game plan before it starts, or are able to fend her off even when she has zoning set up. I wouldn't say Mu is "low", the cast is very strong this time and even the lower ranked ones are threatening.