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Lord Knight

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Everything posted by Lord Knight

  1. that feeling existed way before sbo this is a fine goodbye list
  2. http://www.dustloop.com/forums/showthread.php?10830-LK-s-GAMEPLAY-RELATED-QUESTIONS-ONLY-question-thread&p=897053&viewfull=1#post897053 http://www.dustloop.com/forums/showthread.php?9255-Litchi-vs-Hazama&p=918210&viewfull=1#post918210
  3. Is this a troll, lol Anyways, KohaH has a simple gameplan that revolves around her Magnum upper (command grab). Essentially you can play her just like a grappler, your mixup is poke/throw rather than high/low. To start, obviously learn combos. The most important ones to learn are A) 2A > 2B(1) > 5C(1) > 5A6AA > delay 2C or BE2C > A Battou > Feint > 2A > 2C > 5Awhiff 6AA > delay BE A cleaning > BE JC > JB > dj (or sdj) > JB > JC airthrow -This works on almost everyone and does high damage. Won't work on Wara cause A Battou whiffs. If you wanna dump meter, end with 236C. -Varients ----xx > delay 2C or BE2C > A battou > feint > 2A > 2C > delay BE A cleaning > aerial (Fat hitboxes like Nero, Arc, Miayko) ----xx > delay 2C > delay A cleaning > aerial B)Some version of hitconfirm. Do whatever into 2C > A cleaning > aerial. C)Magnum > 2A whiff > BE 5B > 5C > 2C > 5Awhiff > 6AA > BE A cleaning > aerial -This is the midscreen magnum combo. It is more or less universal. The only thing you need to watch out for is vs Roa, Koha, Vshi/Shi and someone else I'm probably forgetting, you need to do xx > 2C > delay 5awhiff > MASH REALLY HARD 6AA so that you slide close enough to hit. D)Magnum > 2A whiff > BE 5B > 5C > A Battou > B Battou > B followup > 2A > 5C > B Battou > B followup > 5A > 6A > BE 5B > A Bomb -Basic corner magnum combo that is absolutely crucial for this character. The key to hitting B Followup > 2A is that you have to time the followup so that their hitbox falls on your active move. There's also gravity that adds up the longer the combo, so later in the combo you can do the B followup faster, earlier, it should be slower. There are other empire stuff you can do with point blank 5C and hitconfirms, but these are the absolute essentials (and also the things I fall back on in case I'm feeling not warm/sloppy). After A bomb knockdown in the corner, she gets dangerous, simple 50/50. It's basically just -Magnum > full combo -5A > Magnum > full combo Magnum beats blocking and bunker, 5A > Magnum beats shield/counters and jumping. It's essential to practice 5A > Magnum > full combo because the timing is different. Make sure that you're able to confirm random hits really well. If you do a good job, your damage off Magnum should be about the same as your damage off random hits. Personally, I structured some of my game in a way that I could get point blank 5C (5C > 2C > 2B(1) > B Battou combos do huge damage) or Magnum. 5C starter leads to 5.5k, Magnum is 3.5 >4k, so pretty good! http://www.youtube.com/watch?v=HtLl3HYYBzY Optional viewing http://www.youtube.com/meltybread search for hagi kohaku
  4. I'd just play AH if I wanted that kind of shitty looking character :/ Thankfully Platinum's playstyle is actually interesting.
  5. Even when you're doing stuff like Jin 2B post knockdown, that's option selecting too.
  6. EVERYONE plays neutral when they aren't blocking or doing pressure, even if they are bad at it.
  7. taken from post 700something or other from bbs close this shit
  8. Wow, for some reason I thought I posted strategy for this match already. This match is hard until you learn it. Once you understand the neutral game, Litchi simply outdamages him (unless he has meter). Fullscreen neutral: -Set the staff. Depending on their movement preferences, use 5D/2D/6Kote/4Kote properly. -Keep an eye on his chain meter! -Be able to air ib (-10f) and ground ib (-5f) chains. In the air, hit the followup with jA. On the ground, use 5A > 2C or 5A > Itsuu (judge properly). If for some reason you're near the ground, just hit A anyway. -If you clash a chain, approach (cautiously)! If he moves, whatever. If he doesn't, run in and jB (just stick it out). -When you do approach, beware of his 3C range, Litchi can't get in there without the staff. Midscreen neutral: -Almost there! -Assuming you've clashed a chain, again just watch whether he's in the air or on the ground. On the ground, watch out for 3C. -You want to be either in a range where he has to jump away to get the strong change (thus resetting to fullscreen neutral) or close enough where you can safely approach. This setting doesn't happen too much in this match. Pressure: -Don't get too predictable, 5A = 5F. -Punish predictable jump outs with 2C. -Jyayoku can be low profiled with 2B. -Use staff set and [D] to bait Jyayoku. -His CA is big, hard to bait. -Outside of this stuff, go wild. Hazama's pressure: -Midscreen it's rather limited. Try to just hold back so that 214DC whiffs. -Backstep is excellent too. -Against autopilot 3C > Stance, use 5A if Resenga (214DA) is all that can reach. 3C > Jabaki will beat this. IB 3C > 5B will beat both 214DA and 214DC, but not Jabaki. 3C > IB jump might be safest. - Watch for point blank 2B > Command grab. You can stop this with Barrier. -Corner, his pressure is strong. Make sure you can block 6A! Some Hazama tricks: -5B > IAD > J2DD > Cmd grab -Full screen chain > jAA > Cmd grab -Full screen chain > fly in > another chain (a Hazama thats good at this is very hard to anti air). -J4DC > 5B (Crosses up in the corner)
  9. I've never seen Yume play Litchi, but he was listed as one of the top Litchi's I'll probably never see it ;_; Chou/Shounen get streamed more than recorded. I've also stayed up really late and entered the psr 220 over rooms, really entertaining to watch.
  10. LK RANKING: Chou = ultimate hype Shounen = alpha omega hype Galileo = staffless hype (cs1), bright ray of hope hype (cs2) Yume = mysterious hype ---4 jp litchi gods end--- Fio = zzz Manakan = classically entertaining H.H = Hilariously flowchart Blacky = Sayonara hype
  11. "Neutral" refers to the state of the match where neither character has a clear advantage (ie, neither character is pressuring). You can also call this spacing or whatever.
  12. With what, jB and jC? His jB will always lose to her 2A. His jC only loses to her 5A depending on spacing. Experienced Litchi's know the positioning to try to 5A his jC. At the optimal range, you'll win all the time. Some of the matchups I learned from the Chou question thread from JBBS (still ultra thankful for that). But, thanks to that structure, I learned what to look for and how to organize strategy for other matchups. I suggest playing first and seeing what annoys you or what you have trouble beating, then going to training mode and seeing if you can find practical answers. Technically you can just copy the format I use (full screen/midscreen neutral, your chars pressure/their pressure, notes).
  13. Really guys try to go to Paper Tigre's venue It's not in SJ, it's just outside of philly so don't be fucking lazyyyyyyyyyyyyyyy gonna post about it in both netplay threads too
  14. As far as I know, you can't cheat anything that already involves a held input.
  15. This match is pretty easy :/. Even if you have a weak neutral game, Litchi does 2 to 3k more on average than Tsubaki. Fullscreen neutral: -Keep an eye on her charge meter. -5D/2D depending on their position/preference for charging -ItsuuA against j[D] Midscreen neutral: -5B[m] against Tsubaki 5B. Yours needs to be out first to win. Be prepared to confirm it into 5C (if you've spaced). -Jump back > glide throw against 2C. Her 2C is one of the best AA's, nothing you'll have will win (j2D might but w/e). -5A AA > jB. If she does jCC (as in, jC is already active), just block or try to reposition yourself if you see it coming. -Tsubame against j5[D]. -IB dives (weaker players like this move) Pressure: -Have fun. She has a DP or something. -Just watch for CA. Tsubaki's Pressure: -5B > 2D = Even on block -5C > 2D = +1 - 2B > 2D = Really punishable, if they do this a lot, mash it out. -Overhead damage is low. -Unblockable (22[D]), at close range punish with a normal, at far range, use 6D if you know it's coming (6D > ItsuuD) or backstep if you react to it. -Her Kara throw range is huge! -3C > jump cancel, do late airthrow when jumping out. If she does rising jA or something just block it, if she tries something else you can try to airthrow the start up.
  16. Her CA is a bitch, but there are answers. If you're meterless, you can try jump cancelling a normal into airthrow. With meter, cancel a normal that would go into something laggy with Daisharin (make sure to cover above and behind you).
  17. Or just be manly and gold burst that shit!! Really, if they use a bad unblockable setup you should be able to sj glide throw on reaction, but if they set it up properly (first hit of D DP hits you when you're really high up in the air, and you land with only a few frames left till it starts up) just gold burst it.
  18. Just at that point, everyone thought he was that good.
  19. Dunno how much longer you'll be there, but I go to St Joe's, I'm going back Sunday
  20. Big E is trying to have a tourney, for BBCS at UP Philly netplayers pleaaaaaaaaaaaase come I'll be at Body Shop this weekend.
  21. 技名:単発ダメージ(乗算補正(%)/初段補正(%)) ■共通通常技・投げ 前投げ:0・0・700(100・100・55/90) ダメージ固定 後投げ:0・700(100・55/90) ダメージ固定 空投げ:0・1400(100・55/100) ダメージ固定 5A:170(84/80) 2A:150(84/80) JA:180(84/90) ■棒所持通常技・ドライブ技 6A:620(92/70) 5B:720(89/85) 2B:680(89/80) 6B:820(94/100) 同技補正10% JB:720(89/80) 5C:400×2(89/90) 乗算補正は1度のみ 2C:700(89/80) 6C:350×4(90/100) 乗算補正は1度のみ 3C:720(92/90) JC:860(89/90) 6D:600×2(80/100) 乗算補正は1度のみ 4D:800(92/70) JD:540(89/100) J2D:540・480(89・89/100) ■素手通常技・ドライブ技 6A:440(89/80) 5B:450(89/100) 2B:390(86/70) 6B:740(89/100) JB:500(89/90) 5C:620(89/100) 2C:600(89/100) 6C:300・900(89・40/100) 初段に同技補正70% 3C:670(89/100) JC:600(89/90) 各種D(横):220×2(84・84/100) 各種D(斜):200×2(84・84/100) 技名:単発ダメージ(乗算補正(%)/初段補正(%)) ■必殺技・DD・CA・バースト 一通A:710・730(80・100/80・?) 一通B:750・750(80・100/90・70) 一通C:720・710(80・100/80・70) 燕返し:480・500・440・1000(92×3・10/100) 東南西北(横):480×4(80×4/80) 東南西北(斜):520×7(80×7/80) 白:710(92/80) 同技補正85% 白(派生):710(92/80) 發(地上):740(92/100) 發(空中):760(92/100) 發(地上派生):740(92/?) 發(空中派生):760(92/?) 中(地上):700(74/80) 中(空中):690(74/80) 中(地上派生):800(74/80) 同技補正85% 中(空中派生):790(74/80) 一発:720(90/100) ボーナス補正120%・同技補正80% 単騎發:760(94/100) 単騎中:690(74/80) 引っ掛け:690(92/90) 緑一色:2000(85/75) 大車輪(入力部分):360×n(94×n/74) 大車輪(落下部分):1020(92/100) 国士無双:250×16(71/100) 乗算補正は1度のみ カウンターアサルト:0(?/?) 初段補正×乗算補正=46%くらい バースト:0(110/65) ■計算式 Nhit目のダメージ=単発ダメージ×1hit目初段補正×[1hit目乗算補正×2hit目乗算補正×・・・×(N-1)hit目乗算補正]×キャラコンボレート 小数点以下は切り捨て おそらくキャラコンボレート前で一旦切り捨ててキャラコンボレートかけた後に再度切り捨て? キャラコンボレートはライチの場合80% 同技補正はその技以降に、ボーナス補正は次の技以降にかかる ガードクラッシュ補正は90% Source - http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1293965332/128 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1293965332/129 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1293965332/130 Looking good!
  22. Keep in mind St1ckbug tier list was like in only a little bit after Makoto release, some people were still figuring stuff out, and way too many people were involved in making it. Makoto was only low because no one knew where to put her yet. Also that's just my opinion, so don't take it to heart! The last CS1 tier list is a bit different than that . .. It looked like he was just playing Litchi instead of playing Litchi vs Ragna. If NerdJosh practiced before this tourney, Vice-Taichou might've lost. I dunno how much tourney nerves factored in but - 1. I thought his neutral was weak. Staffless play was just 5DD > airdash after it, this loses really easily. When he did have the staff he just sorta frolicked around until he got a hit. 2. Pressure was weak. I won't go into this too much since NerdJosh didn't play and he was probably just taking advantage of it, but too much 5C > 3C. Staffless pressure was too freestyle and unprepared (lots of 2B > 2C whiff). 3. Really poor meter management. Midscreen daisharin in pressure is a terrible option. Random fullscreen daisharin to approach is pretty much unnecessary. 6D > RC > 5B? Dunno if that was an input error or not, but definitely not a good choice of meter. 4. Combo parts weren't up to snuff, but that just varies by player. His confirms were very nice. Overall some of it might've just been nerves (I can't say that I haven't dropped combos in tournies) but the play in general was just too wild.
  23. Litchi even beat Noel in CT, haha. I think it's a bad matchup. All the tools Litchi used to win all got buffed in CS, and she has even more tools on top of that. You have to seriously outplay the Litchi player/be better than them to win. First, I think the Noel should gauge how the Litchi deals with neutral, pressure and defense. People seem to be really bad against D, lol. However, if the Litchi knows what normals to use (5A AA, 5C, 6D, 3C against drives, 2C against 2D), it gets really uphill - all those will lead to full combo. I think Noel is definitely tourney viable - but Noel can't win tournies (unless that's what people mean by tourney viable). First off she lacks a poke that consistently leads to good damage (most of Litchi's moves, Bang's 5B, etc) and her bad matchups are just way too lopsided. If she had a way to force crouch (outside of 6B, which is overhead anyway), that'd be good. She doesn't have enough offensive options and drive is still gimmicky at best. There's only so much a player can do with limited options. Can't really remember, whoops. Next time you should try recording matches, then reviewing them - it's really helpful. Great question. "Good" and "great" are both subjective evaluations of skill, right? Really, I think it's just about people's standards - actually defining criteria (ie, he can hit X combo, block such and such, etc) wont work for something with that much grey area. I can't speak for everyone, but I feel that reflection after matches really helps in developing your play. Recording matches is a great way to evaluate your progress and see what you need to work on. The thing is, as long as a player actually reflects on the game, outside of the game, they should develop (as long as they can find answers). Memorizing plays/situations doesn't really mean much, it's recognizing where these situations occur and reacting accordingly. Of course, it's a lot easier if you've already developed matchup strategy. As far as thinking on different levels, I can't speak for other people, but I personally can differentiate someone's relative skill level somewhat easily. When I'm dealing with matchup strategy, the first thing I like to cover is the things everyone will do (Hazama's still doing 3C > 214DA/C, midscreen you can just backstep/jump and corner you can poke out really easily, it's so telegraphed). Better players tend to show you they are better - by default they tend to use stronger tactics (Ragna's using 2A > 2C blockstring, Hakumen's using dash 2B > purple throw for TRM, etc). In the end, you don't want to think too hard about that while your playing, because it should just be obvious - just look at the screen lol.
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