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Lord Knight

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Everything posted by Lord Knight

  1. she was gdlk in ct, her only bad matches were carl and arakune
  2. i didnt really like CS2 litchi at the start either, so i dont know how i feel yet the char combo rate drop made me pretty upset
  3. Way too good neutral, ultra strong pressure, unseeable mixups, great corner carry. Only cons are averagish damage and no reversal, but that doesn't matter when you can't even catch him. He's reminiscent of CS1 Tao as far as strength in neutral. Anyways, the main reason Haz can even be considered S is crazy damage and comeback after he gets 50 meter. I guess I could, though it would take a little while. Of course, it'd be my own personal character ranking, rather than Arcadia's.
  4. hirentetsu relaunches in the corner lollll
  5. ok, some real litchi changes btw jBC > hatsu haku chun works in cs2 iirc +6A is untechable down on air hit +2B[m] > 3C[m] and 6C[m] gatlings added +JD recovery is less +Air staff launch recovery is less (likely) +Changes to hitstop on staffless normals make them appear faster +2C[m] > 4D gatling returned +Four Winds prorate buffed +5D set Four Winds has a more favourable trajectory -Rising Tsubame hit proration increased -Daisharin last hit knocks down and prorates heavily. -JBCB staffless gatling removed. -Ippatsu Bonus prorate removed (not completely confirmed, but mostly agreed on) -4D now wallbounds -Follow up Chun now wallbounds -Hatsu has same move prorate (likely) -6C[m] p1 down -6C[m] doesn't remove primer -Ground staff launch recovery slightly increased (6C(1) > 4kote > [D] > 5B doesn't work anymore) =Ryuuisou trajectory changed, to fly above, comboable on CH =Forward throw trajectory changed
  6. bcb > medium delay > bcb
  7. ippatsu either has 99 p2 or 75 p2, and it doesnt have bonus prorate, so its not beneficial to use in corner combos anymore its still useful midscreen because of how much it pushes into the corner, but the damage is low.
  8. they are trying to figure out new combo routes that guy did 6d > hatsu > riichi some people are saying that hatsu has same move prorate, but the different hatsu's are all treated like different moves, which is why he wanted the air hatsu.
  9. if its day 1 impressions and a character didnt change much, then _____________
  10. i thought we went over the mirror match in japan analysis already, does it need to be explained again?
  11. turtle the fuck out of him time outs are likely unless you make a mistake and get unblockabled to death against weaker carls, you can make liberal use of 6c > 5d or 3c > 5d against the sister. they really like doing fork > airdash in and volante airdash in. preemptive itsuu is all right. carl jB is 5F, so once it's out, it just wins. stop airdash jB's by doing a rising jB of your own. doing 5B[m]> jB[m] or almost any staff normal (i prefer 2c cause it's fast and has good range) > rising jB will stop reckless approaches from carl putting the stick down is all right, but against a strong carl it isn't too good. . . . the sister has moves that super armor, so if you try 3c > 5d she'll just super armor it and then you're getting bodied os dp works very well against him, 421A+B+D to stop crossup j2C's. matchup is very momentum based, to say the least.
  12. http://www.youtube.com/watch?v=6IftyYEH34k http://www.youtube.com/watch?v=J0-hjrU1XB8 http://www.youtube.com/watch?v=knnLFTEkS40 http://www.youtube.com/watch?v=bWID52DfbSU Kyoto adventures
  13. do it late or do tk hatsu, whatever works
  14. 6B. if they are using B sledge, its a free hit. if they are using A sledge, pay close attention to how they are using it. reposition yourself as needed
  15. 2c > 5c(1) > 6d only works on plat iirc
  16. i usally do hcf > 236 d for dash 236236 stuff too bad BB doesnt have dash with an input like MB ;_;
  17. http://www.youtube.com/watch?v=3sic1ZpeO30 VLOG ep 3
  18. 6b is not trolling you are setting the pace of the match i spend the beginning figuring out what kind of pace the match is going to be well used itsuu is great vs tager since it always hits two times - you can force him to the ground and do fuzzy on his landing if you are magnetized and midrange dont do 6b > 6c when you do decide to do 6b > 6c always buffer an airdash during 6c to autoconfirm it
  19. プラチナ戦。 死因がJCか対空からの流れがほとんどだから、付き合わずにバッタ。アイテム放り投げからも死ぬのでこれもテキトーなDE打って死なないように気をつける。バット所持のプラチナがD押してくると思ったら、生3Cぶつけるとすごいことになる ミサイル、爆弾は無理しない。DEでやりすごしていい。このアイテム2点は捨てるのに発射以外無いので上空は割と安全。 有利Fでの攻め継続には2Aばかりでなく5Bも混ぜる、6C暴れ抑制的な意味でも。 完璧じゃあないけど、起き攻めのスワローはスワローに反応して立ち>ディレイジャンプ後投げ抜け仕込みバリア が比較的リスク少ない逃げ方かも?カウンターアサルト等と使い分け。 中央3C〆のあとのドリームサリーには後転安定。固めからのサリーは基本こっち有利なんで暴れてよし。 ----- from whistler on twitter
  20. 2c is a very unreliable anti air imo, unless you're talking about 2c staffless i didnt know about 5c making his CA whiff. . . im going to check that later. i was aware that it could be low profiled with 2B and avoided with 2c as well (ragna's CA can be avoided in the same way) as far as special cancel > wolf stuff you have a couple of ways to go. . . technically it's not very safe for him to go into wolf that way. you can dp if you think they are just gonna go in and then you can get 4.5k or so (remember that you can combo off the rising hit of tsubame). he can juke back with 7C or 4C (most seem to prefer 7C) > 2C is effective vs this 6A loses to lows for rising jC human shenanigans, he needs to be at a specific range (a little less than 1 char length) so just be aware of his meter and positioning and you should be fine (or at least not caught off guard)
  21. riichi is too dangerous imo j2D is ok
  22. ?? this seems a bit incomplete
  23. putting down the stick in neutral is fine after a combo ender watch what they do - tao's have different habits most of the tao's here will just wait under you and try to get a 2D~B ch they can hug the wall and chase you if you try to jump away (by jumping away from the wall > airthrow) or they will hang on the wall and airthrow you on your way down if you just drop down another option that good ones do is they will run a bit out of the corner and try to 6a you basically you want to just stall and be prepared to break an airthrow - use kote to stall if the stick is down, daisharin if you have the meter. all you want to do is land safely. glide throw down to the ground is generally safe, but it resets the (annoying) neutral situation
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