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Lord Knight

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Everything posted by Lord Knight

  1. so... essentially what ive tried to do every version of the game? combo theory actually looks quite simple this time. puromete gave me a short list of random midscreen confirms. it's about as easy to choose what confirm you use in CP as it was in CS2
  2. whenever the jp litchi wiki stops being dumb, im going to start translating and moving info from there to here really glad we have a release date
  3. input direction+D during the superflash, up to 5 times
  4. i want to play, but i wont be there until 8:20 friday, is that ok? i play bulleta!
  5. it's possible on everyone standing. vs crouch, it doesnt work on noel, mu, and one more i think im forgetting, maybe carl it would be, for example, 6a > 2c > delay 6c(1) > 4kote > dash 6a > 2d > chun > tk chun > 2c[m] > etc
  6. if you can get the 6c > 4kote > slide 6a combo part consistently, then putting the staff down and going into high/low raw will give you some mileage. if you let the staff off and pressure/mixup from there, you'll have to confirm based on how long ago you let the staff go, and where you are on the screen. if you see people doing high/low after launching the staff and confirming into corner carry/knockdown, it's because they understand the spacing and how much time they have left to what if you want to confirm easily, use all your normals, and go into haku/hatsu/chun. damage kind of sucks and you wont get corner knockdown, but it's consistent. fucking up a confirm usually results with you getting punished as far as the combo, i believe what youre talking about is xx > 5c > staff2 > chun > 2c[m] or 6b[m] > etc correct? you can use that a little past midscreen, but not too close to the corner, and you don't want to use certain normals before hand because they dont go into 5c right away.
  7. you need to time ippatsu so that whenever you decide to end, the opponent's body is in the corner. you have to speed up towards the end if you're going for ippatsuA x11 or 13.
  8. like the rest of her normals, 4b and 4b[m] count as different normals
  9. i wrote the inputs incorrectly, excuse me it's supposed to be 5a > 4a+b 5a touches/hits = 5a > 5n 5a whiffs = 5a > barrier guard
  10. (ground) kote was overrated anyway, but it was great for burst safe combo parts in pretty much every version of the game
  11. use a held 6(4)B then time your sweep properly and you should get C bufula pretty consistently. you can use a held 5B instead when you OMC to go into that combo part. this works because the distance is pretty much always the same for example, if you jump in and hit a crouching opponent with JB, then do JB > 5AA 5B Sweep > OMC > 2B > 2D > held 5b > sweep > C bufula however if you hit 2B AA (in which case the distance is variable), you can do 2B AA (CH or non-CH) > 2B 2D > held 6(4)B > sweep > C bufula hope this helps
  12. on CH 5A discussion realistically on the ground you can use 5A>5A+B to confirm on the ground as far as air hits, that would rely on you assuming you're going to get an air CH with 5A. most chars have only one or no jump in's you can AA with 5A. realistically, with the staff the only 5A CH confirm you need this version is 5A (CH) > (visually confirm) > 5A > sj aerial. staffless, you can go into jAACB or jA > delay jC delay jB (harder but doesn't fuck up your proration) > 6C(1) 4kote > ground combo part of choice. corner would be 5A CH > jA > delay jC delay jB > air hatsu > land haku chun > combo part of choice
  13. i talked with galileo about this a while ago, everyone is pretty sure there is no way to combo off tsubame midscreen besides going into super the proration is much better now so in the corner you can do full combos off tsubame starter. it doesnt matter whether it is ch or not.
  14. is it a difficult concept? when you get a certain hit, you should aim for the highest damage + best situation/setplay. so off 6b, if you're sitting around 40~50 meter, there really is no reason for you to not SMP unless you aren't confident in doing it and tbh, all your knockdowns should leave you in a very favorable position unless you had to compromise some random hitconfirm
  15. have the right opportunity for dmg > do the best thing ...not so difficult
  16. interesting. thank you for the clarification
  17. i mean in the end litchi isnt really different.... spacing > random hit > confirm > knockdown > setplay > death. OD is secondary (for now) these two werent really good players, so the match didnt play out the way it could imo.
  18. hahaha you have clearly never played in japan anyway, i believe hakumen d works differently this time so you can block some (all?) of them - correct me if im wrong. in the end it was just a tense moment where a bad decision wouldve meant the team would be one step closer to being out, it wasnt a bad thing to be risk averse
  19. i think she's quite strong in relation to the rest of the cast... to put it in perspective, the last time she was considered top early game was CS1
  20. throw > sb bufula only is worth it if the midscreen throw is ch
  21. hahaha even if you win, you'll never beat akira shiro
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