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Lord Knight

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  1. Litchi is not as easy as Ken flowcharts. Litchi is not an easy character to play. You have to understand her pressure, and how to play her in both staff and staffless modes. Extra careful attention has to be put towards spacing because of her extra set of normals, projectile (staff when set) and the fact that she doesn't have an anti-air that is invulnerable to head attribute moves. The stuff you could call "flowchart" (even though I don't like that word) is okizeme options and her combo routes. Her CS2 combo routes are fewer than CS1, but she has more okizeme options to be considered, because she gets midscreen knockdown more, and there are more times where she knocks down without the staff in the corner. Of course, Daisharin also has to be considered and altered as needed for every character. Does this answer suffice?
  2. Well, tk chun (as in, fastest, closest to the ground air chun) is +3 on block, as far as using it in neutral, I don't think it's very useful, but it is something to be aware of.
  3. Yeah, some. I spent most of my time with training mode, and played a couple of matches. She's interesting, to say the least. And really, if someone was to make a Litchi flowchart, it'd be much, much bigger one than that.
  4. What do you mean? 2369C?
  5. Play more, get more experience, review your matches and identify your specific errors, try to fix them, play games, repeat xN. On an additional note, the bad things that you remember the easiest (as in, stuff you can remember specifically without having to watch the match) are probably the things you should attend to first. It doesn't. I try to only play with people with good connections, so I can play as if I was online. However, I can say I play differently in tournament than in casuals. Sure. In addition to those 3 previous stated answers, it is possible to attack the drive while still being out of the range of the counter attack. No matter what you think about the opponent's strategy is and how well you know it, just turtle. Tsubaki has one of the best AA's in the game. She's extremely fast, and once she gets 1 charge, she changes the way the neutral game is played quite drastically. Her pressure is good and safe, and her damage is good and she corner carries well. Plat is good in theory, but she has some holes in her game, mostly because of items. Items are powerful, but you can't control which one you get, and your opponent always knows from the get-go. Her corner carry is pretty good, but the damage is generally low, and you have to sacrifice corner carry for good midscreen oki most of the time. Her potential was high, but again, was blocked because of items being random. She doesn't have much in the ways of reversals besides situational bat and having 50 meter. Arakune is good, but just the fact that he has to maybe curse you two times to win hurts his overall game plan. I know we talked about this already, but I want to reiterate it for other people reading this thread - You'll eventually reach a level where improvement is dependent on yourself. Again, play, win or lose, review, fix, repeat. As you get better as a player, there's going to be less and less to fix, but each insight, revelation or discovery you might make about your game or the game in general with have a much stronger impact than when you have to do things like "use this combo" etc. I can't actually tell someone who are a pretty high level exactly how to get better, that depends on yourself. I'd say your Litchi is too disorganized. She's a character that requires structure by nature. For example, your Daisharin setups make no sense, you don't seem to understand her combo routes fully, you seem to handle characters the same rather than individually... etc No, not at all. Again, it involves playing a lot. I played a lot against top players and in tournaments to get the kind of mind to improve myself and reach my own personal goals. You can practice a lot, but if you don't put your practice into games, you won't get the experience you need to understand the game at a higher level, and in turn improve as a player.
  6. Also yeah, lol at the flowchart comment.
  7. For a completely new player, I feel like getting the basics across is really important. The truth is, in my personal experience, even things that can be considered "obvious" aren't even understood. Of course it's important for a player to understand every tool, but even the way you're describing it is not enough... but then, it's too much. The truth is, fighting games are really easy to start learning. I can tell a new player basic advice that they can understand easily - the problem with giving advanced advice or input about the game is that there is nuance about the situation relating to the tactic/move/etc. When explaining a basic, well-accepted use for a move/tactic/etc, it is very easy and obvious why it works - when explaining something advanced, the way it is explained will be biased based on the view of the player giving it (as in, their personal interpretation on fighting games). Since the one receiving the advice is not at a high enough level to really process this, it is wasted. Look, even among you guys, you all have had slightly different interpretations of certain terms. I'd say it's better to build the house from the ground up.
  8. shoutouts to everyone that contributed to the pot especially GodfatherBuG and AksysGames
  9. as usual, NEC play level never fails to impress me good shit to everyone, i had no free matches at all in tournament
  10. You shouldn't use that kind of demeaning tone when offering criticism imo. Anyway Star-Demon, I'd suggest getting some basic combos down and getting familiar with Litchi's moveset and gatlings, you missed out on a lot of opportunities to convert hits into damage+corner carry.
  11. Final FINAL BBCS2 tier list from me. Going to reply to everyone before I leave for NEC tomorrow, so if there's something you need to know ASAP, ask here. S: Makoto, Valk A+: Hazama, Noel, Litchi = Jin, Tao = Carl A: Rachel, Tsubaki = Bang, Mu=Lambda, Ragna = Hakumen = Plat = Arakune B: Tager
  12. On the subject of broken, anyone remember that freeze glitch?
  13. You get all that stuff in GG too, lol
  14. huey2fraudfree imo also im putting in a bb fan i got from alpha station if i win ill give it to 2nd place
  15. First I'd say buff your neutral some so you get caught less. But obviously it isn't possible to do that 100%, Everyone tries to get you to respect pressure, but in Litchi's case it's a bit different. When she gets you to respect her, it opens up significantly more options than most characters. Additionally, staff and staffless pressure work very different, and she moves in between them rather quickly. The best way to deal with her (or really, anyone's pressure) is to actually learn what she can do from what normals. Staff is pretty linear (besides putting the staff down) and she can only do 4D off 5A, 2A, 2B, 5B, and 5C (either hit). She can't put the staff down after 6B. Staffless however is much more difficult to deal with. There are a couple of additional things to keep in mind. First, 623D/421D have a special property on them. When she moves the staff forward, despite it being a 22f move, she can act on the 17th frame, and when she moves the staff backwards, she can act on the 18th frame. So essentially, she has a feint move that can cancel into another normal, that's a little faster than an overhead. When used pointblank, if you guess (or if you can react to it) you can simply mash/jump out. A lot of weaker Litchi players either won't use this move at all, or they will use it at the end of a string (after 5c,2c or 3c). When used from a distance, it can be used as a legitimate frametrap (usually anything > 5C > more stuff). On top of that, there are her gatlings into 5D/2D. These moves, although they are 48F/30F duration (respectively) are cancellable on the 12/13th frame, opening up new pressure routes (most normals > 5D > 2A are airtight). I see less players using this, but it's much harder to deal with imo. Essentially you should treat her pressure the same as anyone else, you can use the same escape options - this block of text is just to help you fundamentally understand how she works so you can pick better ways to escape. Hope this helps. My good friend Tonberry had a great post about how to fight Litchi here I only played Tetsu 2 games before giving up, because I wanted to save money before dinner and people were leaving soon. I sat down to play Dennou once at the end of my trip for a short set. Playing him was very refreshing - I feel like almost all the Jin players I play against don't really pay attention to my positioning (especially the position of the staff) when I play. Dennou pays very close attention to where I set the staff and was very content to not commit to anything in the air, or not even move at all until I launched the staff, then he'd try to approach. Outside of that his play was pretty standard (although very good, I lost more games than I won). Frame traps punish mashing. Either you're not being random enough, or your mixup is being telegraphed in one way or another. That, or develop new frame traps, or do things that actively encourage mashing. It's good that you're visually confirming the block/hit of your frametraps. Likely you just don't have enough experience with enough type of players. Thinking too hard is bad. Stop playing, switch characters, troll them (in game), play Zelda, exercise, drink liquor, writing a poem, etc etc Depends on the player. I personally used to block way too much - improving my defense involved learning when was it a good time to poke out, dp, or jump out. You'll have to reflect on it on your own, based on your own matches, but for 3/4th's of people it's block better, for a smaller group of others it's learn to use system defenses better (backstep, barrier jump, etc) and for smaller still how to poke/reversal out well.
  16. galileo is done with litchi chou has the highest psr, shounen has the highest win rate both have alternate names on their dcards
  17. This game has 2P crossup. As in, if you are player 2, and they choose to neutral tech/roll towards the corner, you can simply walk into the corner and cross them up (SF4/AH style). Jedah specifically can just airdash into the corner to cross you up. Most characters won't use this, but it's good to know (especially for Bulleta users). Universally, if you break guard in the corner, you get left/right mixup (again, most characters don't need this). Against Demitri specifically (I only checked with Bulleta) you can cross him up in the corner even if you're player 1.
  18. in CS2 onwards, 5c hits everyone otg
  19. apparently the 6a > staff2 > 6a[m] > 6b doesnt work on the whole cast just a heads up
  20. General Matchup: -6-4 for Litchi. You need to quickly figure out what kind of approach they take towards the matchup, as that will define the pace (more so than other matchups) Round Start: -Jump away jC > airdash back jC. Tager can't stop you from doing this, and if he chases you in the air you'll counter hit him. Fullscreen: -Look at him. 3/4 Screen: -Pretty much the optimal distance for this matchup. From here you should have ample time to react to all Tager's movements. -Be ready to prepare 6B or Itsuu for his approach. If you do 6B, follow up with 6C and buffer airdash. -If he does super jump, itsuuA. Normal jump, itsuuA if you can, or 6B > 6C him away. Midscreen: -Run away! Reposition yourself optimally if you can. -If they are getting into this position by super jumping at you, be prepared to run under them to reset the positioning. -3C[m] will beat his 6[A]. Confirm by setting the staff and doing dash 5C > jBCB loop, or if they are near the corner, follow up with 2B > 6B. Litchi's Pressure: -5A is awesome in this matchup. It's +3 on block and leads to high/low/throw/anti-mash/anti-backdash/anti-jump. Unfortunately Tager is too big for point blank 3C > delay Tsubame combos. Alternate between 5A > 4D, 5A>2C, and 5A > 3C (or 2B), 5A > Throw and Throw reject, and whatever else you can think of. -Staffless, when doing 5A pressure, if he's standing, follow up with jBCB for meterless instant overhead. Outside of that, normal 5A pressure still applies. -With 50 meter staffless, you can do instant overhead with jC RC > jC > jB. Make sure you do it off a jump cancellable normal (like 2A). Tager's Pressure: -Scary! If he does sledge and you have meter, you can CH him out of the recovery with CA. -Tager's 3C is punishable on IB. -Tager's specifically like doing 360/720's after 5A, 6A, 5B and 2B. Of course, be prepared for the mixup. -If you're midscreen and read a command grab, try to escape with backstep rather than jump. Although jumping is easier, if they guess your jump with Atomic Collider, you'll take a good amount of damage. -Always be prepared for the collider reset! -If you don't think you'll be able to block the Gadget Finger > RC > Collider mixup, gold burst. -If Tager has 100 meter, after Gadget Finger he'll definitely do Magna Tech Wheel > RC. Be prepared for the mixup after (initially command grab). -B Sledge will beat Tsubame Gaeshi, so be careful. Daisharin: -After Daisharin, jump straight up, follow up with falling jC. -If he does 720, he'll get counter hit. If he does sledge, he'll get counter hit. If he does MTW, you can barrier on reaction. -For mixup, do rising jC or 3C.
  21. new 6b combo, does about 4.5k (same as the non dp 6b ch combo) and looks more consistent and cooler 6b ch > dash 5b > 2c > 6d(1) > dash 5c > 5d > chun > staff2 > tk chun > 2c > 6d(2) > hatsu > haku > chun > 5b > 6c(1) > 4kote > jB > dj jBCD > falling jC > ender
  22. http://www.youtube.com/watch?v=afOUzr01gTM This week's answers!
  23. ah its the same, i read that post too fast and only saw using d.lp to recover from dash but doing downback has its advantages too. her dash is already pretty low, you can slip under people and stop and block rather than stop and walk back
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