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Lord Knight

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Everything posted by Lord Knight

  1. the truth comes out, lol
  2. Your defense is strong. . . But I don't think you take advantage of Tager's random factor while you're on defense. It sucks a bit, but this is something that helps him out and gets him wins. Who do you play? You don't need to be able to do super hard stuff 100%, you just need to make sure you can do what you want. Optimally, you want to be able to do 1) Target combos/BNB's (self explanatory) 2) Hitconfirms (both easy and hard confirms off ch's/raw hits) 3) Combo correction (fucked something up, try to save it) 4) Gold burst combos (self explanatory) 5) Fatal Counter Combos (if any) 6) Fall back combos (ie, you're playing reaaaaaaaal sloppy, so you do these just to get the job done) 7) Empire empire empire Of course, for the sake of play, you normally want to do the max damage you possibly can off a hit, unless an alternate route gives you better positioning. 1) Play 2) Training mode 3) Watch vids 4) Play 5) Reflect on what happened 6) Repeat
  3. its not level, its speed
  4. Commentary of http://www.youtube.com/watch?v=y72cTX0Gi8k First off, it was pretty clear to me that Chun was lacking in experience against Hazama. He choose good opening moves, but his general handle of neutral was weak - I was a bit surprised (in good and bad ways) that he pulled it off. I found that he only launched staff (generally) if the staff was down from some move, not by him setting it on will. Times where he did set it, he didn't do much on the approach - oddly enough it was the only time he decided to play safe - when he had the stick he ran around a lot (dangerous against Hazama!). It's strong staffless play that beats Hazama. He didn't confirm any combos from the stick being launched. Combo parts and confirms are still not up to snuff, 5B > 5c should almost always go into ItsuuB midscreen, rather than ItsuuC - far too many CT combo parts. CS combo parts were dropped a lot. Tsubame > Kokushi isn't a strong tactic unless it's a corner knockdown (he did do this though). If Willy's Hazama was up to snuff he probably would've won with no problems. Chun's play vs his Arakune was better, but the play was still too wild. Waaaay too much running around, way too much running through cloud. Some 2c's were very well placed - if he learned the good combos he'd be rewarded well for it. JD > Kokushi at 3min - was that a mistake? Also at about 3:10 he put down the stick during curse - was that a mistake too? Regardless, he had the right idea as far as running away, but he needs to barrier in the air while cursed and not think it's his turn while running away. Lucky for him Willy isn't too proficient with his curse game, or that could've cost him. He also needs to punish better - if you have time to punish with DP, you could just 5b starter - full combo. To be honest, I think your neutral is on point, besides getting a little heated when you're low on life. The neutral game is actually pretty even between Litchi and Tao - I can't comment on Makoto vs Tao, I actually felt like it was a bit easy for Tao, so I'll try again and figure some stuff out. Makoto's jB > Litchi's jB as far as active frames, and has faster startup than her jC, so that's a move to be afraid of. Generally, it's only moves with a lot of active frames that give Tao trouble, and she can compensate by being passive aggressive midscreen rather than 3/4th/fullscreen. I think a lot of you make some poor decisions on defense, and Litchi and Makoto just really work off those kinds of errors. Backstep. Use barrier against 5A in case they aren't positioning themselves right, and it'll whiff.
  5. http://www.youtube.com/watch?v=h0IA-a9gjIc hal was a year ahead of us
  6. I will guarantee my attendance if BB is on the roster.
  7. as far as tournaments at least console release with netplay would be way way better although a console release might be similar to bb as far as community, mb on console is infinitely more accessible tournies are harder to play since there isnt a "standard" computer to run them on
  8. pc release will kill us melty period
  9. I'm pretty bad at this lolll If your university has a game club, that's probably a good place to start. http://www.dustloop.com/forums/content.php?103-Got-Hype!-Let-s-Build-It! This should help you out some. Definitely. :/ The main problem Jin has is that his midrange game was weakened, while Litchi's long range game was developed (previously nonexistent) and her midrange game was significantly strengthened. As usual, first you want to see the level of neutral that the Litchi is playing at. If it's weak, you should just be able to win. Litchi's tools midrange with the staff still carry the same weaknesses (slow to recovery, meh startup). However, combining her midrange game with staffless play makes it really hard for Jin. The main suggestions I can make right away are: -Don't just do things. I know this sounds silly, but even full screen I've gotten ch's (even on you!) after launching the stick. Act with purpose. -Avoid 5A range. You want to really preempt your aerials for the most part, to stop Litchi from doing 5A aa, which is probably death for you. (this is probably the most important one) -See what kind of mixup they use, and counter accordingly. You don't have to always DP/Yukikaze Daisharin. Done and done. Next post. Well personally, I don't think anyone has bad pressure. It's like neutral to me, it goes from "good" and keeps going up. To me, Tager's pressure does exactly what it needs to do. When Tager's do attack/throw instead of throw/collider, I feel like when you're in, you're in and you have to take an outright guess to get out. Corner, it's actually strong, midscreen I don't care too much unless he has magnetism, because I'm in a bad range where I can't do much about 5D, which gets me back to where I started.
  10. how many blue stages will be in this game place your bets
  11. Shouldn't underestimate him once he gets in. If she guard points your 5D, cancel into sledge - they have to hold the guard point to win. It's the sorta 2/4th screen range that's tough for Litchi if she's magnetized. Long range isn't the problem when you're magnetized, it's the midrange.
  12. If it's CS1, I'll definitely win evo (!!!) PNW will of course be a strong force again, as will west coast. If the south's best players show up, it'll be pretty interesting. Normally when I play against Tager, I feel like weak Tager's are too random, and strong Tager's feel like they're too smart, so I like staying away from them. I go for hits, and Litchi can do it. Tager's pressure is pretty strong, and it sucks when I get magnetized and escape because he can still do stuff to pull me back, so I feel like I have to hit him quickly, which leads to that same unpleasant situation that I described before.
  13. It depends on how its used. 2A is a legit anti-air, and it's a good pressure tool, as well as being useful for TRM. I can't really think of a "netplay tactic" that goes with 2A, lol. Just call SF an anime fighter, lol. Honestly though, BB is about having a strong neutral game, because the rewards for getting hit are pretty strong across the board. "Footsies" (even though they don't always take place on the ground) is equally important. I'm still coming.
  14. Like Chou said, Arakune is one chance man. Litchi might be touch of death, but Arakune is block of death. . . blocking D a couple of times leads to curse, I really can't stand that. In addition, 3F jump makes some stuff way too annoying to deal with, and his mobility is way up there. I wouldn't mind him this version, except his curse damage output is fucked up.
  15. I know it's cool to troll Dacid or whatever. . . But he offers a perspective rather different than my own, so don't write it off so fast. That's part of the point of this thread. Anyways just watched the vid. I'm not an expert Bang or anything, so I'll just post what I liked and didn't like, hopefully you can get something out of it. Liked: -Good use of IB jump. -Mixup was pretty on point. -Defense was good. Didn't like: -5B use was pretty poor overall imo -Way too much airthrow -Offense was too passive I felt like you played with too much fear. Bang relies on his wild factor to win. If their defense is stronger than normal, use command grab more or be more random with your mixup period. Also I think you got ch'd out of airthrow in places where jA or jB would have probably won.
  16. Actually f of g was something people just freaked out about. I hate Arakune, but I'm going to wait some more before commenting on him.
  17. He airthrew my Tao 6B ;_; It can pretty much be used interchangeably with 5A. The main exceptions are vs Jin jC, Ragna jB, and Arakune jB, where 2A is the stronger choice.
  18. For the most part. There's legit reasons like not liking the characters and system, but people who hate on BB probably don't understand the game and don't like what they are losing too. This is fine. I like BB's mechanics. There's a lot of dumb stuff this version, but most characters have it. CS2 does deal with balance problems of CS1, the main one being the strongest characters are the ones with the highest damage and situation advantage off random hits. Litchi (obvious, damage, corner, daisharin), Tao (damage, can choose decent or oki or to retreat and she has the best mobility by far), Bang (damage, leads to strong pressure/mixup). CS2 has done a good job of overall removing that (or at least, making it not so prevelant). Mori's geocities might be down, so you might want to check his japanese blog where he releases radio shows for VIP members. KBBQ is probably 5 godlikes, but KBBQ BUFFET is probably unmeasurable amounts of godlike. SSS: Sister SS - Britain, Japan S - France A- China For me, matchup strategy should be comprehensive. This is knowing the best options in all aspects of the match for both your character and the opponent. You don't have to do "more simple" things to account for your opponent's playstyle, because if you know their character, then you already know all of their options, and can adjust to their playstyle. http://www.dustloop.com/forums/showthread.php?9354-CS-Litchi-vs-Jin&p=689135&viewfull=1#post689135 - optional reading. First of all, I don't see this as much of a problem for Ragna. Madao and Hell's fang knockdown is very good. Ragna's problem is more of how linear his pressure is. It pretty much depends who you're playing - against a bad or medium level player, you can just do simple things. If they are disrespecting your pressure, either do things that are safer, or just try to hit them - if they aren't thinking hard, who cares, hit them with something simple and fast. Against a good player, you need to cycle through your offensive options in a somewhat random way and see how they respond.
  19. The stuff you're looking at is just general gameplay/fundamental type of things. You can keep working on these no matter what game you play. The better you learn your CS1 matchups, the less you need to tweak in CS2 (as in, you just have to adjust for the new things, which may not be a lot). Sounds like you have a gameplan together already, lol. Combos is obviously just training mode, blocking takes not only knowledge of a character but matchup experience (when will people do what, etc), and choking . . . dunno about that. Think positively! People interpret what a neutral game is differently. For me, it's trying to position myself as well as I can all the time - maximizing my chances of putting my opponent in a disadvantageous situation (getting hit, forced to block, getting them near the corner) and keeping myself in a relatively advantageous situation. It's also recognizing when a character is superior to yours in this regard and adjusting for it (playing safely to reduce your chances of being in bad situation). It's using the tools your character has with purpose, and being able to confirm the hits you get into the best damage and positioning, or confirm the block into pressure. To me, there's no one in CS with an outright BAD neutral game. I actually think you overestimate how good her j2C is and don't focus on her other tools. I said before Makoto's neutral game is great (pretty sure), but that's because "great" is the average for CS. I didn't see you use jCC at all - using that move right is really good and one of Makoto's best tools. I'm no Makoto expert, but 6C, jCC, dash 2A, 6A, parry, and 3C (on reaction though, not random) are all great tools for neutral. I felt like you weren't playing in Makoto's optimal range (granted it's hard to get there when playing vs Litchi). Smoking weed/drinking will definitely fuck you up lol, especially weed. You don't need a magic pill to help your reflexes, just play more (IRL if possible) and you'll get it. I wouldn't go as far as "disrespectful". Like I said before, as long as you don't pick bottom 4, you can win in CS1. If someone is just riding character strength, they'll just do badly even if the matchup is bad.
  20. I think you should split it up by matchup. By no means is Arakune a "flail about and dodge everything" character. His movement is excellent and he has the tools to handle pretty much all his matches well. That being said, split it up into matches were you can freely zone (Noel, Ragna, Tager, etc) and matches where you have to play cautiously (Litchi, Bang, Rachel, etc). Try to find videos of the top CS1 Arakune's and see how they handle your questionable matchups. This is just from my perspective, but having a "method" of playing a character is a bad way to approach when the same things won't work against every character. Arakune makes me rage Based just on this, I have no idea. Can you be more specific and let me know where you think you are? Sure.
  21. I would wait to see an opportunity that I recognized and escape that way. If the Ragna was just random, that's when I'd just CA/reversal/burst.
  22. Don't give up! I can't stand being put in that situation, its really bad. On top of that, his mixup is pretty much unseeable 50/50 that leads to huge damage. However, I don't just surrender to him. It's really annoying dealing with Arakune since all he has to do is make you block D a couple of times. What do you mean? I want to clarify what you mean by "an experienced matchup". Do you mean a player who's experienced in the matchup? If so, that kind of situation shouldn't happen. If you already know how to react in that situation, you should be fine. Any CS1 Hazama players with poor mobility (there are a lot of them) are going to have some problems. I haven't seen you play or anything, but an easy way to prepare for CS2 is simply getting used to using your chains and movement with purpose. Many Hazama players tend to use his chains without really paying attention too much to their opponent, making their movement poor and their approach telegraphed. Although he's a high damage character in CS2, these guys won't stand a chance.
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