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Everything posted by Lord Knight
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you dont have to be biased you can just be like "a lot of good players showed up to this tournament" "heres an sbo qualifier featuing x" example, a-cho just had a BIG 3on tourney this past weekend with a ton of famous players - that should def go front page
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unfortunately, all those players would gladly run corner daisharin all day if you really want to see only unique play, watch galileo he's the litchi i watch when i need some ideas EDIT: dont even know why youre mentioning ATG Warlord, he was 6a > corner carry all day
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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
i agree -
im doing a weekly matchup commentary on my youtube channel along with a vlog
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it seems we can just post articles in the article board just do it, i guess
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star-demon, your posts arent "offensive". i think sG is just annoyed at what you actually post. these boards are for trying to better yourself and try to gain a better understanding of the character, and it's clear that you dont really understand the character. its fine to state your opinions and stuff, but for things like this (especially since CT is your main game - correct me if im wrong), just try to actually contribute or dont post. if you realize that litchi's strong point is her corner game, than why discourage someone from doing it? TD, i dont think using daisharin as an approach is legit at top level. thats 50 meter that can be used for something else. . . but this is my preference. using it defensively (as in, to reclaim your space) is ok. you compared it with using pumpkin. . . pumpkin only costs wind stock that recharges. essentially to "recharge" your daisharin meter, you have to get 50 meter (hitting them, ib etc). . .overall not worth it just to cover angles she could cover normally as far as the last statement, just take it at face value, lol you were just better than them. i know you play a bunch of characters, so it's tough to get the understanding you need to play her specifically well
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the 6a works on everyone, but it helps with annoying hitboxes i use it against litchi and carl
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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
yea, i play im going to SB too, taking amtrak probably -
what are you even saying? anyway TD, ill just summarize what i saw - i watched all the matches way too much liberal use of point blank 4d too much wake up tsubame. everyone baits wake up tsubame - the reward for it is huge. its better to hold on to it - if you have meter, wake up daisharin is good corner game is a bit weak combos are lacking you dont totally understand with combo theory (like for example, you go for 6c(1) > 4kote > 5[d] > 5b in places where you usually can't do it) pressure is good mixup is all right your midscreen daisharin use is ok. personally i dont like using it to get in really, but you got it to connect most of the time so i cant fault you for it. your use of it defensively was good as well overall, you just dont understand the character enough. your overall skill as a player gave you the wins
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afaik it happens when the stick is played oddly or when the opponent is positioned oddly for example if you do like 5c fc > hatsu > riichiA, you'll never get on it. i normally correct that by dashing first. when unsure just don't do riichi.
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So I'm trying an experiment. . . . http://youtu.be/ZI9PtG4E_tg http://youtu.be/evenQUtvdAY I'm starting a VLOG. The first ep features a focus on the NJ BB scene and then I commentate on a match. It's not that hard to do so I figure as long as people are interested, I'll keep it up.
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thats how they are organized in the ripped sprites not much you can actually do about it it doesnt help that the range on some staff normals can be variable :/
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we should put more vids on the front page srk has evo teams on the front page, lol
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gonna be covering the tourney on twitter @LordKnightBB
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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
still relevant -
do 66 4b, that helps some people
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General Matchup: - The match might look the same but a lot of the dynamics changed because of how his chains work now. Matchup is even. Fullscreen Neutral: - Set the staff. Depending on their movement preferences, use 5D/2D/6Kote/4Kote properly. - Keep an eye on his chain meter! Be aware that he only gets 1 movement if you block a chain. When he has 0 chains, bully your way in. -Be able to air ib (-6f) and ground ib (-3f) chains. In the air, hit the followup with jA. On the ground, use 5A > 2C > 5C > Tsubame or confirm into aerial. Well spaced jB's will always beat your 5A but the damage is low (unless he has meter). Midscreen Neutral: - Assuming you've clashed a chain, again just watch whether he's in the air or on the ground. On the ground, watch out for 3C. Hazama's like to fish for CH with it, which leads into big damage. - You want to be either in a range where he has to jump away to get the strong chain (thus resetting to fullscreen neutral) or close enough where you can safely approach. This setting doesn't happen too much in this match. - If you are a bit farther, Itsuu is actually pretty good, since ItsuuA is guaranteed plus frames now. Pressure: - If he doesn't have 50 meter, go wild. All the normal stuff still applies. - You can low profile and outrange his CA. If you can ch his CA with 6A[m], you get rewarded with corner carry. - If you're staffless, bait Jayoku (despite it having 50 P1, it still Fatal counters, so some people will be willing to use it) with [D] strings. Hazama Pressure: - Resenga is +2. - 6B is now +3 - 2A is 6F and +1. - Jabaki is +1. - Barrier guard against tick command grab setups. This includes stuff like 2B > cmd grab, 2AA > cmd grab, etc. Essentially you don't want to be command grabbed (or grabbed, or hit really) in the corner. - 5B > 6A beats 2A mash (!). If he has 50 meter, you have to IB 5B or just DP. Be ready for it! - 2A does NOT gatling into 6B but it DOES gatling into 6A, - From mediumish range, try not to mash and do something safe to get out like barrier jump/backstep. 2A > 6C is a very legit frame trap that leads to high damage. - Try to always emergency tech Resenga. Don't give them the extra meter by lying there. - Generally his pressure is meh and not very scary midscreen without meter, but is very scary if he does. In the corner everything is scary because everything builds 50+ meter.
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im surprised people are letting you do that that loses to no tech, unless there's something else youre doing too
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well its obviously safe if you use the safe options thats what you should be using in the first place
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staff recall is incredibly safe during pressure
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at this point that stuff is kinda meme status i say some of that stuff and i like the game a lot
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General Matchup: -Annoying. Hakumen wins neutral overall. What we have in our favour is damage and mixups. Minimize random damage and capitalize all hits. Fullscreen neutral: - Get to midscreen as quickly and safely as possible. Midscreen neutral: - Try to stand just outside of 4C range. - Hakumen's 5B, 2B, 3C, 5A all do well to keep you out. Watch them and how they move after a whiff. Predict and make your way in. - Mixup between 214AC, dash 5A/5B, or dash jCC as your main tools for approaching. Essentially, Hakumen has a button to beat all your stuff, but he doesn't have a one button answer. - If they are hanging in the air a lot, sj jB or 6A them. Always beware Hotaru and jD (and Hotaru whiff > jD) - Only parry jumpins. Don't parry ground to ground unless he's close. Hakumen pressure: - Most of his useful normals (6A, 2A, 2B, 5B) are all plus (+3, +1, +2, and even, respectively). IB is very important. - 6B is -4. Get used to IB'ing it. Fastest 5A after IB'ing the 2nd hit of 6B should punish all the time. If you want a bigger punish, be cautious. You can try 6B since most Hakumen's like doing 2D right after this move is blocked. - Very difficult to get out of the corner. Safest best is CA or DP rc. You can IB dp a lot of things, since his pressure is mostly abusing + normals. - Always be aware of D, Yukikaze, Hotaru, Zantetsu and Tsubaki. Makoto pressure: - 5A hits him crouching, so this is the basis of your pressure. - 5A > 6B for high, 5A > 2B for low. Of course you can throw and try throw reject setups. - Normal stuff is still fine. Okizeme: - For okizeme, make liberal use of 6B > 214x for ender. Basic mixup is 6B > 214AA > 2B/6B/throw/5A purple throw. Again, be wary of D, Yukikaze, Hotaru. Yukikaze will only lose to throw. - Okizeme is an rps situation for both sides. Make decisions about how you want to mix them up, and take note of any patterns. Notes: - 214ACA route works midscreen. - Watch out for Hakumen players who end corner combos in 2B. Late teching/not teching is fine. - Also watch out for j2A > land tk Hotaru reset. - Corner combo timing is a bit weird for 2C > 214AD > dash out 6A > whatever. Try doing 2c > delay shooting star if possible.
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i dont know what her staffless bnb is. j2B is the falling jB off the stick, used in combos like 4d > hatsu > riichiA > ippatsu > tanki hatsu > haku > hatsu > riichiA> j2B > hatsu > haku > chun > 5b > 6c(1)> 4kote > jB > dj jBCD > falling jC > 6c(2) > daisharin
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the knockback makes dash 5b impossible
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litchi joketest update Ground follow up Chun - more or less knocks as far away (midscreen) as Hatsu 4D - near corner, able to follow up with 5B. Combo damage is about 3500. J2B combos are possible. Outside of it not sliding, it's more or less the same. Held D - Unsure. Did they take out 66[d]? Player thought he might have been messing up. I think they might have slowed it down. Hitstun increase is significant, 6A > 6B > 5D (launch in 2D set) > dash 5B works. j2D - Still comboable. Unsure about whether it is still +19. Forward throw - Despite sending the opponent very far, it might be possible to combo off it without meter. Near the corner, just do whatever. Damage is around 3.3K. Itsuu - same shit. Kokushi - Looks like you can follow it up. Apparently it's easier than previous versions, however the poster assumes the P2 is worse. I'd like to add that the P2 is already 71 so I'm not sure. Daisharin - Last hit is like Tsubame's falling hit. However, it is not emergency techable, so you can pick up with haku. He adds that maybe we shouldn't use haku to pick up. This will make random confirms a bit easier, I think, but I dunno what they'll do with the P2. Combos - JACB could've been a BCB replacement, but JC being sped up makes it difficult, if not impossible. jB dj jBC > hatsu > chun is the standard ender/aerial for now. Near corner/corner combos are more or less the same. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1304691007/650