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Everything posted by Lord Knight
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[VS] Bulleta: Grimm's Fairy Tales (Little Red Cap)
Lord Knight replied to Lord Knight's topic in Vampire Savior
you can stop her dashes much faster by using 1 or 3 (for forward dash and backdash respectively) -
[CSE] Litchi Faye Ling - Video Index & Discussion Thread
Lord Knight replied to Mightfo's topic in Archive
its easier to tell thanks to nesica -
the thing is it is used its relatively safe, pushes to the corner a lot and does big damage. . . of course they are going to lower the damage on it, lol
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[CSE] Litchi Faye Ling - Video Index & Discussion Thread
Lord Knight replied to Mightfo's topic in Archive
those three vids that romey linked are all already posted in this thread -
again, i dont see where you guys are just throwing out this move. isnt it just a frame trap and a tool to confirm off of ch 5b? 6c was used as a frame trap in ct too. . . and in cs1 it was used for some max damage hitconfirms (for example j2D > rc > 6c > itsuuA > etc)
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regardless, litchi will be able to do close to cs2 level damage as long as there are multiple 6d's in the combo (and we've already seen that) as far as "tiers" go, skip back a few pages to when cs2 came out if you wanna read how people felt (spoilers: its the same)
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it was "unreal dmg"? iirc it only lead into 5k near corner/corner. . . and was pretty risky to just throw out. 6b is like mid risk but the reward is huge in comparison. on the other hand, 6c for frame traps saw a decent amount of usage, and in that regard it is really safe and really big reward. in the end it just got reduced to a normal move. the p2 is still good so we can still confirm ch 5b's into it.
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Finalized proration numbers are out: All in all, it seems that her char combo rate was overestimated (at 75). However, her proration values are overall much better than estimated. For the rekka's, "followup" refers to them not being the initial rekka used. For example, follow up Hatsu is a Hatsu used after either 236A or 236C. All of the rekkas are treated as individual moves, so using ground Hatsu and air Hatsu in one combo won't invoke the repeat proration.
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make a new one, i'll sticky it. would you mind managing it? i only keep track of memorable vids, but some people might want to have an archive of all of them. . . . i'll close this thread once you make a new one
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Tager's damage output didn't go up too much, what's more important is that he gains more meter. It gives him more offensive options faster, that's good for him. However, he's still a big slow grappler, so he'll have problems. I don't really know how the midwest scene is fairing, because most people didn't even know there was a BB tournament at SB. Last episode I said I thought Valk was 2nd best in CS2. As far as CSE, he's still in the top group of characters, mostly because they didn't change him much at all. I think the "nerf" to w5b actually benefits him a bit (I don't know the damage they get off it now) but if they trade they go to Human before confirming. For now, it's still a bit early to really know who are the top characters in CSE. Right now it's all the easy characters/characters that haven't changed much, but that's to be expected.
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so i answered to some questions in my vlog this week im considering doing this more often, what do you guys think?
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he didn't disappear he plays arcade until console comes out, then he just netplays i also want to see shounen play ;_; i missed the last NSB too so i missed chou
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thats probably the first time he's touched litchi he told me he's been using valk a lot
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in BB, when you land you are forced to stand for some unknown amount of frames so when you do itsuuA anti air, do w/e air normals to force him down. you should land before him. keep using normals to force him down. end in some jump cancellable normal from there you can do high/low and there isn't much he can do about it. do jBCB for high or 2b/3c/haku for low
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you dont even need to do 4A+B for example (even though this doesn't use jump) for vs jin C DP you can just do 2a [4]b/[1]b, on 2a whiff youll just block safe jumps use the same principle
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jD just has less recovery
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ok i checked to make sure you cant do crossup dp os with C at all the game will prioritize throw over your dp input all anti roll out stuff (like jyayoku or pf) lose to late roll
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PSN/XBL - Ranked Character Usage / "Popularity"
Lord Knight replied to zeth07's topic in BlazBlue Online Play
psn being free def affects it imo -
i just wanted to note for some reason chars with c dp's have problems doing the cross up dp os, but you can try checking on your own
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As far as learning a new character, I try to learn their most important combos first. When I picked up Makoto, I learned how to combo off her overhead in the corner before I looked at anything else. I split it into a process: 1) Important combos - usually starts with a certain hit and always leading into the same combo (Litchi near corner 6B[m], Makoto overhead in the corner, that stuff) 2) Combo parts - I try to learn the character's combo parts, so I don't have to waste time with x starter. Rather, I can just split things into great starter (like 100 P1), average starter (say 80 or so) and bad starters (multiple 2a's or something). From there I can simply move into the combo part based on the specifics I've practiced. That's it really. Because I just learn the combo parts it's really easy to learn how to hitconfirm in random situations as long as you know the properties of a move. Usually if I learn a new combo part I do test it on the entire cast,, but I tend to split the characters into groups, for the sake of ease, but these tend to vary per character.
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Actually you can just listen here, but I'll probably type something out anyways.
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Litchi + 6D has 120% bonus prorate. Daisharin Minimum Damage now 700 Ryuuisou Minimum Damage is 400
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also unlike ippatsu 6d doesn't have same move prorate
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if he lived in tokyo he'd be 400 psr at most EDIT: by the way, they found where litchi's bonus prorate on ippatsu went. . . it's on the 2nd hit of 6d.
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anyways, it'll be pretty hard (if not impossible and ultra situational) for her to reach cs2 level damage. . . cs2 is definitely had the highest damage output, but now with her character combo rate down to 75% and some changes to some of her normals p1, its gonna be tough to even get the normal 4k-4.4k damage that we're used to when the complete proration numbers are posted ill post them here EDIT: i agree with mightfo, i dont care about "playing at every position either", but for now there's nothing much we can do but watch her develop until the game releases on console