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Everything posted by Lord Knight
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1) you can start combos from staff launch, as long as youre point blank or the staff launch counter hits them in the air 2)litchi can recover extremely quickly by using 5d/2d in staffless pressure. for example, 5b > 5[d] > 5b is an airtight blockstring. from there you can just be creative and either time your blockstring so you get staffless 2c > 5c > 2c[m] > whatever or stagger in a way that gets you staff2 > 2a, or even do whatever > staffless 2b > 5b > 2a > 5b[m] or something. i dont really care about ryuuisou reaching higher. id much prefer it go back to 6+0.
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it has been used like that since cs1
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i havent heard of not being able to do jB dj jBC, so i assume its once per jump
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4d wallbounds. think jC counter hit, 6b raw air hit. i dunno the degree of strength (ie how far, how fast, etc) there aren't a lot of litchi players so i dunno whats going on
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its just forward throw forward throw wasnt used too much but it does hurt a little. but im sure back throw combos still carry to the corner from anywhere, so its all good
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if anything, this is the thread to clutter, lol
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who uses hatsu to get out of pressure, lol do the normal stuff - 2a, dp, jump, etc
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litchi glide throw is gone glide throw doesnt exist in cs2+
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cs2 litchi is just too strong in the corner not maximizing her strengths is a waste
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im totally fine with no jBCB loop
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jBCB loop hurts cause that was the main corner carry combo staffless, and it was used a lot. essentially most routes > bcb stuff = gone ground chun change is on follow up only. i have no idea how thats going to work out. apparently it wall bounds? no idea.
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cs2+ changes so far staff launch = more hitstun jB, jC can only be done one time per jump, thus jBCB loop is gone ground chun has spinning blowback (think rachel's old 5cc) itsuu is plus on block (wasn't it already. . .? maybe they are talking about the first hit now too)
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You have a 360 already, so you're in there. I suggest 2 delay and better. 1 delay is all right sometimes, if the connection is stable. I suggest playing anyone that has a good connection. Don't spend too much time against beginners (you know your skill level already), but give them a couple of games, most of them will just leave anyway. It's good to play everyone because then you won't be surprised by shitty gimmicks or anything. . . there's a lot of tactics that aren't in vids, and even though they aren't good it's good to be aware of them. From memory, you take way too many risks on wakeup and you move a bit too wildly (as in, there were so many times where you'd land near me and just try to move again, and I'd catch you on landing/when you moved). Minimizing how much random damage you take is really helpful. Too add to Linear's answer, you can block it if they are 1F apart if you cross your fingers. -5A is +3. -With staff, 5A > 2C to prevent mashing/jumpouts, 5A > 4D for overhead, 5A > 3C for low, and can setup throw and throw reject. -Staffless, 5A > 2A > jC for instant overhead, 5A > 2A > 3C for low (to mixup with instant overhead), 5A > 3C low, 5A > 2B low, 5A > 6A overhead, 5A > 5C to stop mashing/jumpouts. 5A > rising jC kind of sucks because 5A isn't jump cancellable on block, making it relatively easy to block. Again, you can do throw/throw reject stuff with 5A. It creates a pretty stressful situation for Hakumen. To be honest, I still get nervous. But it's a feeling I recognize, so it doesn't bother me. Most of the time I get really nervous for one set, and then the feeling (it's like an intense tightness/tension) goes away. You have to see how it affects you personally. Some people say they don't get nervous but I feel like that's bullshit. While you're playing.
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for future reference, litchi could do 66[d] in ct, it just took a long time to start up (a ton compared to cs2) General Matchup: Turtle. Match is even, but very annoying. Full screen neutral: -Set the staff, cautiously. Optic Barrel is fast. -Try setting the stick in between C and B optic barrel range. -When Noel has 50 meter, beware of air super. Midscreen neutral: -Stressful. You have to really pay attention to how they play and how willing they are to take a risk. -If you have the stick, be cautious when you commit to a move. 5B[m] ,3C[m], Itsuu, or moving should be your general choices. 6B is high risk/high reward. -5A beats deep jC jump in. 5A is a safe anti-air, Noel's like to exhaust their air movement with dj rather than airdash, making ItsuuA risky. -Use 5B[m] to stop Noel's from doing dash 2A. Noel's 2A is very big and is +1. -If you don't have the stick, try to get it back, or use 5D set to try to anti-air. Noel's Pressure: -Important stuff: 2A is +1, 5A is -1, 2C is +3, 2B is even. -Thus, being able to IB 2B and 2C(2nd hit) is absolutely crucial. Because her 2A is 6F and 5A is 5F, you have to IB 2B to stop her from resetting into those moves (if they like doing that). 2C would be even - backstep or DP or block randomly. -Don't forget that 5C > 6B gatlings. -Don't fall for the silly 6C > delay 2C gimmick. -Use Tsubame as a last resort only. Risk heavily outweighs reward. Noel's Drives: -Block 2D (IB it if you can), 5A or DP. -They can bait DP with 4D. If you get the hard read, you can 6D it and get a CH. -d.6B is 21f, so just stand up and react to the 6D low. -VS j4D - React and jump! If they jump in on you with an aerial midscreen (say, jA), OS DP (421A+B+D) after it. In the corner, if you can react, use 4D or 2A. 4D will always beat Noel's j4D. Litchi's Pressure: -Be cautious. . . . -2C meaty > D mash. -2A > 2C beats D mash. -Delay 6D also works. Intimidate them and get the stick down safely. -Staffless 2A > 5C beats D, and gets FC. -6D > 4A > 1A beats D mash. However they can just hit buttons normally. This creates a sort of rps situation where you can do that, cmd backdash airdash back in, etc. -Alternatively you can do 6D > 1A > 4B. It's safer but you still have to guess a bit since 6D is even on IB and Noel's 2A is 6F. Daisharin: -If Noel has less than 50 meter, do the normal stuff. -If Noel has 50 meter you have 2 options. A)Do the normal Daisharin setup and mixup. You only have 1 chance - on block she'll CA and she's out of there. On hit, proceed normally. B)Do Daisharin 191223. Try 1 mixup - if she CA's she'll go into the 22.
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General Matchup: Slight advantage for Litchi. Jin's corner carry and higher overall damage helped him a lot in the transition from CS to CS2. Gameplan is more or less the same. Full screen neutral: -IB swords, set the staff. -It doesn't matter whether it's set to 2D or 5D, adjust as Jin approaches. At this range, he needs to approach you. -Keep in mind that he can hope over 2D launch with 6B, but it doesn't matter. If they do this a lot use 5D. Midscreen, neutral: -Set the staff, preferably 2D. -Avoid 2D range. Be outside of this range. -He does (whiffs) 2D, you should do your 2D and approach. -His j.B loses to your 5A and staffless 2C. -Itsuu is a good tool in this match. Take advantage of the manten return state at the end. -Be wary of his j.C and j2C. -Preemptively use 2C to stop early jB/jC/j2C and keep him aware. Pressure: -2B is much much stronger this game. Be careful. -He has more freedom in his gatlings, so you have to pay much closer attention to how they pressure. 2B > 5C, 2C > 5C work. -Against 6C: IB it, then do 5A. If he does B DP, you will whiff 5A, just block (it will probably be IB). If he does 6B, you'll punish it. -Against 6D: See where they like to do it, and 5A it. -Against rejump in jB: 5A. NOTE you can't 5A magic jB (the early jB) unless you're mashing really hard. Just block it. -Against 5C > rejump in corner: IB > dash out. -Against 236D: If you read it, just Airthrow. Don't get too confidant though. -Against 2A > throw (for throw reject): Try not to preemptively OS throw. -Against dash 6B: Definately OS throw (1 A+B+C). Alternatively, you can try to just attack. 6B barrier blocked will make it +4 so IB it'll be -1 so you should be able to jump away from most things. -Jin throw tactics: 2A isn't cancellable into throw (ie, he can't really cancel into purple throw). 5A is, but won't hit you crouching. Common throw tactics will be listed below. -Against 214C knockdown: OS Tsubame (421A+B+D). If he doesn't crossup, you will barrier. If he does, you'll do tsubame. Obviously don't always do this because it is still a DP, and it can still be baited, but keep this in mind. -Against j236B pressure - he must use a jump cancellable normal first so if you read it > itsuu. If not, IB the sword > 5A. Litchi's Pressure: -Litchi also got a bunch of new gatlings staffless. Take advantage of it! -Never let Jin's with less than 25 meter DP you when you knock them down. Use 1A > 4B (1B will also work). On block you'll get 2A > 5B (or 2B), if he does C DP you'll simply block it. -Use Daisharin 138xxx for sure.
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i finished it litchi has a LOT of moves, and probably the most animated char in the game, so it took a while you'll see it soon
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Casuals were fun. I played against everyone. I feel really good about the game right now, but there are definitely some things I have to revise/update. Wear whatever you want. I guess "finally" is the only way to describe it? Hey OmniChoke. Litchi can/would put down the stick to attempt pressure after every single normal besides 6D and 6B (because she can't). Haha, I thought you played well too. All I have to say is practice and try to not lose! Valk is so good, rushdown too good, wolf 5B anti-air too good. . . you've got all the tools. I don't play kusoge :/ Still.
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US BB x GODSGARDEN http://www.ustream.tv/recorded/16361335
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Oh. Well despite that, the other stuff still stands, haha. I heard it in chatter from a bunch of people though.
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Spark is my peer and was doing all sorts of things I haven't seen before. Combine that with an equally large knowledge of the game and good reads, and he took it this year. The shades are to help me keep focus. I don't like headphones because I need to hear the game to time things. My aviators are heavy and I always feel them on my face, I felt like it was the best way to always stay alert. They don't impair my vision. I don't block by "rhythm", I just memorize the gatlings and try to react. Against Tokido though, once I blocked a drive, I just tried to stand up and then switch to low on reaction but I got a bit twitchy. . . but overall it worked out. 214A's startup is hard to react to. At the end I forced myself to not stand up if she did anything but do 6b (as in the animation). Spark's combo routes are different than any I have seen or played against, and I'm sure they aren't on DL. I found out after that all you can rely on is bursting to make 2C whiff. . . .after looking at the frame data it makes sense. I felt the same way about his pressure. Also, it was very difficult to make a decision about what to do when I did get a knockdown. Hitting Hakumen with the 2nd hit of 6C from farther away is really awkward. . . but if I do dash 6C he can 6D anti-counter Daisharin free. As of right now, there is no Hakumen meterless okizeme like CS1 either. Essentially my character's greatest strength was taken away from me. I still get nervous in tournament but it's a familiar feeling to me. It's like a slight tension and small tightness in my body. Once I get through the initial surge, it just feels like playing normally. I picked Makoto because Heartnana won with Makoto in teams, apparently beat him a lot in casuals, and is probably a more favourable matchup overall. There were a couple of things I did badly on my offense, and a couple of more things I should have been doing. He made a couple of seriously good guesses during the set. It really just was his day.
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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 wasnt upset about losing to him i was upset about losing evo gf from winners 6-0 two years in a row -
Evolution 2011 at the Rio, Las Vegas NV - July 29-31. Get hype!
Lord Knight replied to TGS's topic in Archive
japan was really surprised at top 8 play level thanks everyone -
Hokuto no Jersey thread: Fist-pump of the North Shore
Lord Knight replied to bbq sauce's topic in East Coast
sorry again :| -
Evolution 2011 at the Rio, Las Vegas NV - July 29-31. Get hype!
Lord Knight replied to TGS's topic in Archive
you should do it on saturday if pools are on friday we did that last year in mb and it made things very easy -
7/23 Team St1ckbug Rising: Brooklyn, NY (WE ARE BACK!)
Lord Knight replied to DaiAndOh's topic in Archive
teams?