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Lord Knight

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Everything posted by Lord Knight

  1. Only in the corner, and it's actually not optimal. The 2nd hit of 6D has wallbound now, so you can't do that midscreen. People don't use that confirm in CS1, because it's simply better to confirm into ItsuuB.
  2. throw reject is a tactic that beats throw teching
  3. http://www.youtube.com/watch?v=nAJk_gdXwrs&feature=player_embedded the fate of all arcana players
  4. wowwwwwwwww im fucking saaaaaaaaaaaaaaaad
  5. Confirm your curse mixup! I always look for how the Lambda player treats the matchups. More often than not, they just play, rather than play against the character (stuff like dashing up 6D, etc etc). If they show me they are just trying to guess, I try to find their pattern (not too hard). Reactionary Lambda's are much more difficult. High risk, high reward. To supplement the discussion a bit - there's absolutely nothing wrong with making a decision that's high risk/high reward, as long as you're actually aware of the decision. Obviously these sort of decisions are not safe, but some characters need this to compete with the top - all the good characters can play safe and have either good damage output or some other type of reward (Litchi = corner carry, Bang = knockdown/favorable position, Tao = favorable position, Arakune = curse meter, etc). Litchi is mai waifu . . .but to be honest, I probably wouldn't play this game if it wasn't for Litchi. I definitely would've quit CT, lol.
  6. Done and done. Apparently, more new stuff is coming. Cool stuff like blah > 2C > delay 6D(1) > haku > chun > etc Works because the 2nd hit of 6D (the one that sends them flying) whiffs.
  7. What happened in this thread, lol. Back roll is far from OP. Even in most other fg's, knockdowns where the opponent is far from you result in them backdashing/jumping away safely.
  8. Taokaka matchup thread revival. . . go! So, I'm wondering what you guys are doing vs Carl. I'll outline some of the stuff I'm doing. . .but feel free to share! Fullscreen: -Bowling balls! ALL items. -Watch for fullscreen fork. Midscreen: -5C > back jump vs the sister. -5C > 5D~C is all right too. Carl pressure: -This is where you definitely don't want to be. -CA is free escape. -There are some legit roll mixups, but most Carl's do them sloppily. Identify them properly, and IB jump. Tao pressure: -Normal stuff, I guess. You're aiming to timeout anyways.
  9. i agree with wuku, damage off ch jabaki in cs1 is bad unless youre in the corner tbh im pretty sure you cant even combo off it midscreen
  10. 3C, Jabaki, or reposition.
  11. Throwing risk/reward out the window. Some characters need to dice roll in order to pull wins, Tager is good at this. There's a tutorial, lol. If they have absolutely no idea, the game literally spoonfeeds you. Help them out by clearing some stuff up along the way (like challenge mode combos aren't optimal, etc). If you understand the concept of spacing, then this doesn't need to be practiced at all. As you said, the extent of this is to test hitboxes and vulnerable boxes, and testing moves against other moves. You can't totally write it off, because some answers aren't obvious just from playing, but once you have the knowledge, it's not something that should be grinded it out, especially when there are variables in spaces that are really hard to replicate. Definitely work your neutral and build up your character knowledge. You tend to jump out at bad times, because you don't know the character well. Also, like most Jin's, you get hit by random shit fullscreen because you're too busy doing things.
  12. between zoning and pressure, its not much add in random gold burst/airthrow/FC/Beam super and its not a lot at all also again, the only "bad" matchups arakune has would be like litchi/bang/tao - other chars like lambda/hazama/rachel win by design, but damage output makes it even
  13. Responding to both posts at once. First, everyone's mistake is saying things like "Well, arakune doesnt have much going for him outside of curse anyways." The thing is, he does have a lot going for him outside of curse. He doesn't need pressure that actually hits you - that's just a bonus. As far as pressure, he just needs to get you to block a D move. His neutral game is strong - he's mobile and has strong zoning tools - normal characters have problems dealing with this. If Litchi is a touch of death character, Arakune is a block of death character. Not only that, a bunch of random stuff can lead to you losing the round. This is a great equalizer for matches that should be bad (same as Makoto, some matchups should be way worse, but her damage output compensates). CS2 Litchi, the main big change that weakens her is loss of special cancel into itsuu. This is obvious no matter what level of play you're at. The main thing is that she can't confirm random (and I really mean random) hits into 4k+daisharin. However, she does still have it off a lot of hits, but not (almost) all random hits (for now). However she does have some stuff to compensate - 5D/2D set are both faster, so this helps with Hazama's faster chains, and 3C > 5D back makes the Rachel match easy and obvious again, rather than awkward (tools in CS1 are sort of hidden, most people relied on her damage). You don't want to judge based just on random players in vids, since their play is still incomplete (you can argue that the best players play are also incomplete, but they will use all the tools they have). Already she's got strong damage off most hits, but they tend to be solid hits. 6B is the new 2C.
  14. fever is ridiculously obscene it's good to live in america - no taos, no real arakunes thanks to the characters being varied, everyone has some kind of answer to daisharin - but thanks to the nature of the move, she can counter most answers, but it almost always sacrifices the multiple mixup attempts, so in the end its really really good, but not really broken (to me) curse on the other hand. . . .
  15. you think daisharin is broken? way worse stuff than that move
  16. Felt too wild, but can't blame you. Valk's just that kind of character and he does way too much damage. You need to be more random! Noel is a random random character, and this is where she gets most of her damage from. You play Mu, right? There's nothing wrong with passive aggressive zoning if that's the character's safest way to do damage. This is true for probably half your matchups, lol. I wouldn't feel bad as a Mu player if I was laming out Carl (who's gonna training mode you if you let him) and Valk (does whatever). Combos and punishing situations you can just practice. However, are you sure you aren't confusing "reading" and "guessing"? Think about the times that you're getting hit, and see if you actually recognized the situation, knew the opponent's options, or just thought of something random at a random time and tried to do something. These two things are very different, and I feel like a lot of Tager/Hakumen players overrate the value of "reads". It kind of sucks because Tager sort of relies on that random factor and has to ignore risk/reward occasionally to get the opponent scared of him. If you aren't in Japan it doesn't really matter what you use. Stick is the best for fighting games overall. Also sticks tend to be standardized while everyone has "their" pad, so if you forget yours/yours breaks in tournament, as long as you keep your stick in good condition, you can just borrow someone elses. Ball top >>>> bat top, for real.
  17. おはよアメリカ人. The answer should be obvious, right? BB/MB/GG, all anime games, so America sucks. Marvel, graphic novel game, so America is good. Notice how America sucked with the anime characters (Ken, Ryu) but good with the comic book characters (Magneto etc). If there were American characters in anime games, I think we could compete.
  18. good start up gatlings into whatever corner carries from anywhere sounds good to me!
  19. actually, i dont like the bcb loop. it lacks elegance.
  20. kyaro too goooooooood
  21. thats fatal counter litchi's 6a[m] is jin's 6a with better range, im totally fine with that and its got FC property, which is definitely good vs hakumen i dunno if jin's 6a is comboable on ch
  22. 6a[m] is fine and of course, staffless 6a is top class
  23. I feel like you're more random, more prone to take risks. This has its upsides and downsides. Axis has better structure which helps with his pressure, but like I said before, he's not random enough. I don't think Tager can win consistently without dice rolling (that's why I don't touch him :/). The games speed is fine. Some matchups will always be slower than others. The best answer is just to play, imo. You'll be surprised how quickly you can get your muscle memory back. Well, any of them besides early CS and CT is fine, I'd say. 1) Perfectly normal. I'm still better at half circles facing to the right, but since I know that, I make sure I really focus when I'm facing to the left. Obviously, it's important to grind combos facing both sides. 2) Only if the Litchi player has a weak neutral game. It feels like it should be hard for Litchi, but after grinding the matchup out, it's definitely in her advantage. 3) Sigurd is the main character of Fire Emblem Seisen no Keifu, and he's manly as fuck. Unfortunately someone already had "Sigurd" as a handle on smashboards. . . so I used Lord Knight (his class) instead. 4) Dunno, never played myself . Really though, Makoto is good at touch of death, so a strong neutral game can supplement this. Your execution is pretty on point already, so beefing your neutral play along with pressure will make you stronger.
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