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Everything posted by Lord Knight
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:| Anyone can come whenever! To experience the NJ scene. Barrier should be used for sure. You can tell who has really good defense by how well they use barrier. It depends on what character you're playing against. Against some characters, like Litchi, barrier isn't very useful - it's really hard to outright push her out. But against some others, like Bang or Makoto, barrier used well can actually push them out and enable a quick escape. It's best if you know what characters have normals with a lot of pushback (like Bang's 2B) or if the other player is running strings where they are not running back in (like against Noel). It's important to not lose focus of other things (throws/overheads/etc) when you decide to barrier. 1) One of the little tricks I learned when I was considering making Makoto my main. It's just whatever combo > Comet Cannon > dash into the corner > dash out > 214AA or 214AB. Normally 214AB is enough for a free hit. I'll normally only do it when I have 50 meter so I can keep them in the corner. The second time I did it to Lost Soul I was thinking about doing 214AA but normally people get hit by the crossup in the corner two or three times first... Just dashing into the corner leaves that small gap for Makoto to slide into. 2) Platinum is so annoying honestly. . . . The way people play her doesn't line up with the way I feel like she should be played. For Makoto it's really rough - I want to parry in neutral but I'm too scared of 2B to do it too much. I just let them do whatever right now and try to slide in when I see an opening. The match is much easier for Litchi because she controls more space and generally has less recovery on pokes (relative to range). Plat is one of those matches that really exposes Makoto's short range in neutral. . . I don't want to say it's in her favour but it's probably even. I was at the point where I thought Jin vs Makoto is in Jin's favour for the same reasons (aggressive space control that she has problems dealing with). 3) You don't consider yourself to be a top player? 4) Eh it's not really bad, I mean you probably have a big knowledge of the game by now, haha.
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I think I'm going to take my favorite one or two questions of the week and include it in my Vlog - just a heads up! $NJ$ Everyone has pretty solid oki but if I had to rank it, it would probably be Litchi > Makoto > the rest of cast Everyone's oki is good, but no one has one single move that has the versatility of Daisharin. Orb comes close. I'm pretty sure loss of Itsuu special cancel really hurt Litchi. It just really reduced her combo and hitconfirm potential. Some of the other nerfs (like 4D or J.C) aren't actually that bad - in some cases they don't really matter. . . No matter what, despite the changes I feel like the game is going to continue to evolve anyways. However I'm still a bit averse to Special Corner Proration zone, because anyone who has high midscreen damage will probably automatically be strong. Litchi changes look ok to me, I'm glad I can start doing something that isn't BCB loop. Most of the characters look fine, Plat is looking stronger than everyone else though. I have to see the final changes before I can settle on anything. I can try to jumpstart my low tier career now. Alternatively, I can hope that EVO is in NYC at Madison Square Garden and nab that hometown(coast) advantage Also I have no idea what you're asking in the second question.
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http://www.youtube.com/watch?v=_s-q0ubT_fI 2nd Episode I forgot to post this here, haha. Open, minimize and enjoy I guess.
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[CS1] Top Hat Top Hat Top Hat Top Hat: Top Hat Top Hat (fedora)
Lord Knight replied to Zidane's topic in Archive
http://live.nicovideo.jp/watch/lv62600429?ref=ser noze hazama stream -
vietwich place is gdlk seriously
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the better tao's won't rely on stuff like 2D~B. her 214D crossup is quick, but you can just block it. tao's normals are too fast to recklessly poke with 5b[m] some tao's will do 2D~B > airthrow to stop jump outs smart DP/2A/Backstep/jump out is best
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Still an incredibly fun, entertaining, and exciting match! General Matchup: Still 5-5 matchup. Both got some damage nerfs. Tao gets good corner carry off random air hits, Litchi's neutral is overall better than CS1, but damage reward is lower. Still annoying, no matter what their skill level is. Midscreen neutral: -Tao 5D has been nerfed, so moving across the screen takes multiple movements (Dancing edge movement) -Litchi jC is still effective for trading, as it'll take them to the corner. -jA, 5A , 2A are all just as good for neutral as CS1. -Dash 6B[m]. Reward on trade is great - definitely take them to the corner. -Preemptive 2C[m]. Don't use it as anti air (worthless), rather, try to trade with it. On trade you can take them to the corner. This isn't that good though :/. -Itsuu is MUCH better. Use it carefully, but it guarantees pressure if blocked. -IB drives and jA. -If she EVER does D~B on block, it's not safe (technically it's not safe on hit either). Just mash. -Set the stick if they are turtling hard. Tao's pressure: -IB 2A is good, gives you a chance to backstep or barrier jump. -If you see a drive, jump - be prepared to break an airthrow. Use late OS throw tech if you have to. -Watch out for Throw Reject Miss setups. -IB 236C > DP if they get too comfortable. -2A jumpins. -Try your best to hit her out of/block 6B. Litchi's crouch is lower than most characters so Tao gets a legitimate combo off it. -Tao 5B = 6F. -5D~A = Plus on hit. Litchi's pressure: -Again, nothing fancy, just get your hits in. -After they neutral tech, keep Tao's honest by starting with a normal that will hit her out of crouch. IIRC crouch DOES go under Litchi's 2A, and it definitely goes under 5B. -Jump in/airdash isn't recommended midscren. Tao can 2B and just peace out. -Any gap > 2C to beat jump outs. -Tao's CA is still really good, but at least it's baitable. It's huge and fast - most players use it as a quick get out of jail free card so just bait accordingly. Using a jump in to bait it is especially strong. -Be aware of Tao's OS throw tech > OS CA tech. 1A+B+C > 6A+B, OS's throw tech + barrier, then OS's CA + 6B. 6B hops over lows and beats throws. Use something like 2A > j2D to bait it. They are doing a late CA, so 6B should come out. -Normal Daisharin stuff is fine. Notes: -After breaking an airthrow, you regain your air options. So does Tao. So Tao has a bunch of silly airthrow setups, which are pretty rewarding for her if she gets them, while not really reducing the damage heavily. A couple of them can actually double as ghetto "air oki", as Litchi doesn't really have an air dp. -Basic setup is whatever > aerial > purple throw. After you break the throw they will 1. 5D~A - on CH, full 8D loop. 2. 2D~B - airthrow. 3. 4D~B or C - gets away from your mashing and she'll be waiting on the ground. 4. 5D~C -anticipating your jumping away.
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[CS1] Top Hat Top Hat Top Hat Top Hat: Top Hat Top Hat (fedora)
Lord Knight replied to Zidane's topic in Archive
youll give a fuck when your life bar is 0 -
basically if jin is in the air and you decide to fly in, if you don't interrupt your movement somehow, you will get hit so as far as neutral, you should play safe if you dont want to take random damage of course, when youre afraid,you can just fly away his 5B isn't that good of AA - you're probably using the wrong air normals. spaced jB's and j2C's should do fine his 6B shouldn't even be a problem if you're in neutral, unless you've been throwing out 3C 2C is excellent AA against him and trades in your favor unless they do jump in 236D. just pay attention don't be afraid to counter assault
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i think they implied that okizeme is actually possible after using jD for knockdown not, jD is used in okizeme
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i want to say daisharin nerf is a big blow. . . but considering other okizeme options - 1) Shishin is still better than CT 2) Kokushi is still possible to follow up (according to posts on BBS), however it's average at best against most characters 3) Daisharin is the clear best, but that falling hit is going to be a problem. . . ive got a couple of ideas but nothing is really solid until the game comes out 4) jD is the unknown. Oki could be gdlk - she could even have strong meterless again but overall as usual, we have to wait 3-4 months after the game comes out to see her true strength
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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
i dont even see the ads most of the time -
Litchi CSE changes loketest 2 -Ground midscreen chun followup doesn't wallbound, instead, it spins. -2C > 4D Gatling returned -Staffless normals =/= staff normals. So, jB > jC > jB[m] works. -Mantenbou launch hitstun slightly lower than last loketest. Still probably more than CS2. -Ground throw is special cancellable. -Staffless attacks have less hitstop -Staff 2B now gatlings into 6C and 3C -Staff JD has less landing recovery, usable in oki -Staffless 6A now knocks down on air hit. It is not emergency techable. -Daisharin appears to be the same as last loketest.
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2c cross under > haku > last hit of daisharin > run out of corner > 5b > hatsu > riichiA
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GVN Summer Jam 5-(SJ5)- in Philly Augs 27th & 28th 2011 BB2
Lord Knight replied to eric's topic in Archive
id suggest you guys reg online at the door is 35 bucks -
so essentially daisharin nerf = :/ kokushi = ok 4d = sadness midscreen chun follow up = hmmm mantenbou has more hitstun = good jD = great 6a = dunno yet hitstop stuff = good 2b[m] new gatlings = i can always use some new gatlings throw = whatever. back throw carries to the corner from almost anywhere, and near corner there is always dash 6b dash 4d combo itsuu = good one thing i dont like about daisharin nerf is that it even hurts midscreen daisharin combos, and thats 50 meter . . . im wondering if the litchi scientists are going to come up with combos that make the falling hit of daisharin whiff somehow. . . .
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on the blog, ushi specifically notes you can combo off of it so i asked about the hitstop stuff less hitstop = harder to hitconfirm (not that it matters cause it is pretty easy to hitconfirm with her) less hitstop = our moves look faster and it makes it harder for the other guy to see openings so, a plus for us
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that only served to cut down the length of her combos tbh
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Some more loketest stuff +Staffless attacks have less hitstop +Staff 2B now gatlings into 6C and 3C +Staff JD has less landing recovery, usable in oki +Staffless 6A now knocks down (similar to the other overhead changes, I believe) New gatlings are awesome, jD being useful is AWESOME, staffless 6A, dunno how I feel about that. . . could we see CT style corner carry off 6A[m]? is having less hitstop on normals a buff?
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im guessing you dont live in NYC right? they have a pretty decent sized scene
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even online take all the practice you can get if its fullscreen its ok. . . you'll probably mess up the first few times but eventually youll just be able to do it
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ib them and take the free meter