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Everything posted by Lord Knight
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its a reaction punish super used properly, zoners should hesitate to do things when you have meter between daisharin and ryuuisou, it lets litchi do very well against zoners start up is 6+2 frames, so pretty much any projectile startup (even pokes) should get punished
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yeaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
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It didn't use to have Display Settings in options before afaik.
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1. Litchi's pokes are used similarly to CS1. You use them to keep them out of a space, or discourage them from moving.I actually don't like 2B[m] as a poke. 6B is good though, especially near the corner. 3C is good if you get a counter hit, as you can combo off it and carry to the corner. 2B has practically no reward off it, but it does low profile so it does see some situational use. 6C causes spin on hit, which is useful if it hits, but it's 24f startup, so you have to throw it out rather preemptively. . . it's best use is just comboing off 5B[m] CH > 6C > iad jB > etc. 1.5. jC never had much use in neutral, it's just a jump in. 2. 6A[m] in CS2 is not worth spending meter to combo off of (for the most part) considering that she has the much more useful, meterless 4D. Midscreen you can't even really can't even really carry to the corner off it. 6A is great if you get FC off it. Really I don't spend meter on it. I use it like Jin's 6A, just additional pressure. 3. I haven't actually tested it, however I think that you can probably still do IB jump vs Midscreen Daisharin. I actually have to check that. 4.Staff, use 5A, preemptive 2C (matchup dependent), ItsuuA, Tsubame (matchup dependent). Staffless you have Hatsu or 5A. 2C works too. 2C[m] you use on characters that move in like Jin (preempts JB so that it's active). On CH or trade, it'll be in your favor. Itsuu is difficult to use midscreen, but great to use when they are cornered. Tsubame you use as Noel air super punish, Rachel hanging above you using pumpkin or something, or Arakune hanging above you in the air, as well as Hazama high above you in the air trying to tag you with a chain. 5. There are two things you can do. Generally if I have the stick, I try to do something (anything) to get a hit that can push to the corner. Whether this is backthrow, putting the stick down to go for staffless stuff, using 4D or j2D, I'll do whatever it takes to get that hit. The other way you can do is fish for a counter hit, as most counterhits should always carry to the corner. Between this stuff and neutral game, you should be able to push them to the corner. The problem is if you confirm poorly with the staff, it'll be difficult (to say the least) to get them there. 6. As always, I don't encourage one mode or the other. Both are important to have a complete playstyle with her. More or less. You create a situation where it appears that you are going to throw them. Then you follow by moving out of their throw range (making their throw whiff), and then punish the whiff. It's fine I guess, but you're fucked if you're playing at a loud tournament or a head to head setup. Everyone read please. Really, a lot of people "think" that they can react to green throws until they run into someone that uses throw reject or makes their throws whiff.
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From last thread. I was going to, but now I'm putting time into Makoto. I feel like 2C damage with meter is too good anywhere, and easy corner carry into really hard to escape pressure is great, so I might play her later. I didn't play safe enough. Playing against Noel is a whole different game. . . I've been treating her the way I treat Hakumen or Tager now. This game is more balanced than CS1. Litchi really did dominate that game. I think what Makoto is lacking is a really strong neutral game, like Litchi has. Against characters like Mu, Rachel, Lambda Hazama, Makoto has the edge pretty much in damage only, but it's still enough to put her on top. I'm sure she's the best. I can't find her So, lets not just talk about Throw Reject. Let's talk about throws. Throws are actually rather varied in this game. Throw reject works whether they use OS tech or not, as long as you throw them some short time after they try to tech. A basic throw reject setup works as such - essentially do some action that would make them try to throw you, then do a normal that's cancellable into a throw (most characters 2A). If they try to throw when you did the 2A, you should get a purple throw reject. Characters with items/setups (Litchi staff, Rachel pumpkin, etc) can get green throw reject. First get your item out somehow. Then, again, do some action (normally dashing or standing in front of them a little longer than normal, or do a couple of 2A's and dash. . .be creative). Using the item as the tick, if you do it properly, you can get a green throw reject. Admittedly, not that many people over here use OS tech throw. On players like these you can use throw whiff strategy. If you look at it from purely numbers, some characters only do 1500 off throw, some characters require some special meter or meter period to combo off their throws, not all characters can combo off their throws (midscreen). In the corner, most characters do 2500-3000 off their throws. So, just numbers wise, doing things that make people whiff throws is very strong, as it can lead into higher damage and better positioning (most popularly Litchi dash j2D RC in CS1 which lead into 5.4k, and Jin's dash 6D). All characters have ways to make people whiff throws. Keep in mind that the answer to purple throw reject is to simply not preempt their tech, so mix in green throws. There's always character select. I don't feel like any of Litchi's matchups are outright bad this version. However, matchups that are annoying are matches where their risk for doing something outweighs the amount of damage Litchi does for punishing them (most of the time). Hazama, Noel, Makoto are all winnable matches, just more difficult because the punishes are less harsh overall (depending on position of course). Do you like this game? That's honestly the main thing that keeps me working and trying to improve - I like this game, and I enjoy competition (and winning). I feel like you should try finding what your motivation is for playing (among your community). Despite a bunch of people around me not playing or taking it seriously, I still try to improve. 2A 5B 2A has no gap. But, in CS2, you can only run it a limited amount of times (while in CS1 you could just do it xN).
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What do you mean by "pre-determined blockstrings?" This game has gatling routes, so essentially you could say that all blockstrings are "pre-determined". And for certain characters (I know you play Mu), structured blockstrings are rather helpful (like stuff with steins, staffless pressure with Litchi, pumpkin/lobelia/frog stuff with Rachel). As long as your pressure varied, you could avoid predictability. I think it's a bit more even than before. Litchi can still play neutral all right against Lambda, but just because it isn't 1 hit > corner again, Lambda does better. http://www.dustloop.com/forums/showthread.php?11915-LK-s-GAMEPLAY-RELATED-QUESTIONS-ONLY-CS2-thread&p=1051998&viewfull=1#post1051998 Depends. Different stuff works for everyone. Online I just stop playing or find someone else to play. I sometimes am even salty after winning so just peacing out works for me. At tournaments, you just have to suck up a loss and remember it isn't the end of the world. It's really a loss if you didn't learn anything from it. Getting some air helps me too. Auto IB everything.
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again I'll post links and answers questions in a bit (from last thread).
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LK's GAMEPLAY RELATED QUESTIONS ONLY CS2 thread
Lord Knight replied to Lord Knight's topic in Archive
She doesn't use it much because she has Daisharin, for the most part. Shishin has some situational usage. It's good to retrieve the staff quickly, and it has counter hit carry, so you can combo off it. It was the staple of her mixup in CT though. -
Option Select Burst Punish (or general burst punishing)
Lord Knight replied to Eshi's topic in Archive
rc is good at the spots where its easy to burst like litchi rekkas, ragna 5D, etc -
LK's GAMEPLAY RELATED QUESTIONS ONLY CS2 thread
Lord Knight replied to Lord Knight's topic in Archive
I agree with sG about the air IB and gold burst. There hasn't been a lot of qualifiers, and they are only 32 spots. I'm sure they'll be a couple of Hazama's considering his strength this time. Gamechariot players are strong, people just don't realize that there are other good players out there. Gamechariot matches are plenty entertaining (which is the point). If you want to get a feel for how skilled they actually are, just watch their tournament matches. Piano A and B or mash A+B. Make sure you know all the casts combos so you stay aware of any resets (points to potentially stop mashing and just to hold back to see if they go for the reset or finish the combo). I had some of the most fun ever in BB playing Satoshi. In the end I learned in more detail on how to prepare in the short term for a large tournament. Just like my first CS1 tournament (last year's EVO), I performed poorly in singles (by my own standards). I was very prepared for some things and matchups, and definitely unprepared in others. As far as other players, they need to just raise their overall skill level. -
we're back! --- Good posts from last thread: Litchi Backstep, Midscreen Daisharin, Training mode Thought process Bang vs Litchi matchup strategy Hazama vs Litchi matchup strategy Reading players Reading players (2) Reading Players (3) Creating Matchup strategy Risk/Reward Risk/reward (2) Noel vs Litchi Neutral H-Kohaku general strategy Thought process Bursting Bursting (2) Bursting (3) Bursting (4) Baiting reversals CS1 Character Strengths
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Option Select Burst Punish (or general burst punishing)
Lord Knight replied to Eshi's topic in Archive
burst safe combos are very very good very worth learning -
Hokuto no Jersey thread: Fist-pump of the North Shore
Lord Knight replied to bbq sauce's topic in East Coast
revelations viewing jalapeno cheese burger eating party at stickbugs imo -
Montreal: Le Thread Generale Pour Weeaboo Fighters
Lord Knight replied to BladeOfJustice7's topic in International
omg ktkr cant wait for ect -
some chars you dont have to do dash 5b i didnt test on everyone, but you dont have to dash vs ragna
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its strictly a counter super/hit people out of airdashes tough to hit people out of jump startup like before cause of the +2
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ct = 1+1 (ie 1f till super flash > 1f after super flash) cs1 = 6+0 cs2 = 6+2
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its +2 i didnt like that either lol, but makoto BBS got hit worse than ours
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XBL - Ren vs Shounen http://www.youtube.com/watch?v=g0h2DbLgGXk http://www.youtube.com/watch?v=0tzAEU_Urc8 http://www.youtube.com/watch?v=BAh2sfAphDc http://www.youtube.com/watch?v=2Xqce8-bOZM
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ch 6a > 5b > 6b > 6c > iad jB > land 5b etc
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thats a very rare and very unwanted situation .. . just try to get them to the corner by using 5b > 2c > delay 6d(1) > haku > chun etc
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i dont like some of those combo routes since it doesnt leave the stick near you. . . i feel like thats going to be ultra important for litchi anyways, near combo, near corner. . . i assume you can do it from fullscreen > corner, however, its so inconsistent that it isnt worth it 4d > dash [d] > haku > hatsu ]d[ > 4d 1) ~ hatsu > riichiA > tanki hatsu > hatsu > haku > chun > 5b > 6c(1) > jB > dj jBCD > falling jC > 6C = 3.7k 2) ~ hatsu > riichiA > tanki hatsu > hatsu > riichiA > j2B > dj jB > delay jC > delay jB > land 6c(1) > 4kote > jBCB > dj jBCD > falling jC > 6C = 3883 1 is easy and adds about 150 and probably some meter gain (didnt check) 2 is harder but most meter and damage easy 4d combo from midscreen 4d > dash [d] > haku > ]d[ hatsu > 5c > 2c[m] > tsubame - something like 2.8k