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Lord Knight

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  1. get better at playing on the ground, you have infinitely more options and control of what is happening on the ground as opposed to in the air
  2. [General Thoughts] Probably even. Ragna outdamages you (for the most part) but your neutral is far superior to his. Capitalize as much as you can off every hit possible! [Round Start] If you don't feel like guessing, airdash back or backstep. If you're willing to guess, use 4A > 4A+B to beat his 5B (on whiff it'll give you 5A > Barrier guard). 5C will beat this - use Itsuu to stop that. A slide 2B will beat that - stop that and most other things with 5B[m] > 6C (as usual, buffer your airdash). Other options include dash barrier, or wait for ground movement > 6D (aiming to trade). If you're right with most of your options, he'll be in the corner. [Midscreen Neutral] Depends very much on their skill level. Weaker Ragna's won't be able to deal with good use of staff launch. Set the staff (preferably with 5D), wait until he's airborne, then hold or launch - use your judgement! You can preemptively hold it - the release is 2F(!!!!) start up. If you launch on reaction to an air move, I recommend using 2D to launch, as Litchi's crouching hitbox is extremely low. Use 2B for your ground-to-ground normal. It's fast and low profiles. Gatling into 5B (whiffs from max range, but generally safe), or if you launched the staff, use Haku or another move to keep him in blockstun until the staff returns. Against anyone you play, if they are airborne and you are holding the staff, use Itsuu! There isn't much he can do about it (there are answers), and it leads into a big damage, corner carry combo. Try to get out of the habit of always shooting off ItsuuA, and only hit A when you guard point. This is very important for this match this version - ItsuuA will hit him out of crossup jB, something 2A can't do reliably anymore. Against higher level players, I suggest using King's Kote (Forward Kote x2 > Back Kote > D Hold). When done properly, the staff should be in 2D set but airborne, meaning when it releases, it'll release horizontally, but in the air. Rather useful for this match. They should know to be more cautious about the staff - normally they will try to approach from the air, guard your staff, then mash on the way down. Against these players, airthrow/air TRM is much more useful. As far as normals, 5A and 2B (staffless) beat 5B. Itsuu is good vs 5C and random Gauntlet. 5B[m] if they are looking for Itsuu. [Ragna's Back to the corner Neutral] ...To be honest, this doesn't happen much, as usually he gets here because you hit him midscreen, rather than pushing him there with the staff and your normals. However, if you get him here, he's not at a severe disadvantage. [Litchi's Back to the corner Neutral] As usual, this sucks for you, especially if you're staffless. One whiff/incorrent decision means you'll take big damage from Ragna. If you have meter, you can go for a sj > Daisharin. If you don't, you'll be playing a weighted game that's heavily in his favor. Even moves that aren't special (say, Gauntlet) midscreen can mean big damage + meter gain for him. [Ragna's Pressure] Memorize his gatlings! 5B > 2B or 2A > 2B, be able to IB 2B 100 percent. 5B can go into Gauntlet (well, really, any move can), usually when they do this they are assuming 5B will CH. 6A, 2A, and 2B gatling into 6B. Once he gets to 5C, his pressure is more or less over. 2C is +1 (on IB, -2). 2D is the definite end of pressure unless he has meter. You can't jump out of 5C > 2D. They might try 5C > Gauntlet, or 5C > dead spike. Vs 5C, if you read Gauntlet, you can IB and input Itsuu. If they do 5C > 2C, you'll guard (of course, Itsuu will come out if connect with the tip of 5C). If they do Gauntlet, you will guard point. Finally, if they 2D... well, you're fucked. Use with caution! Also, 5A goes into 2B or 6B, 3C is jump cancellable. The 5A is good to know because they'll jump in, then keep you in blockstun with 5A (even though you crouch, the 5A will connect). From there they'll go for high/low. [Litchi's Pressure] You have freedom, but don't go too wild - ID is pretty good. At max range you can set staff and it'll whiff. If you're staffless, at mid/max range you can move staff and do 3C > 2D, if he does ID, 3C should make it whiff. For corner setplay, definitely go for Kokushi. C ID is frame 1 invulnerable so you'll have to take that into account. For meterless setplay, use anything that puts you outside of range of C ID. One I like to use is end with ItsuuC > jump back jC > 4Kote > 3C. You can use 3C > 2D, which will auto confirm rolls, as well as set up for high/low/throw. If you are still conscious of ID, you can use Four Winds instead. Be aware that Carnage Scissors has projectile invulnerability, so it should go through Four winds.
  3. despite how i describe my personal feelings on matchups, every matchup thread in the matchup board have very detailed posts about how to deal with everything the opposing character can do to you, as well as specific things to do to them this post actually upset me a little bit EDIT: setplay is used to describe preparation on what to do for characters doing okizeme. as in, if "okizeme" is "attacking the opponent when they are getting up", then setplay is "what do i do to them when they are getting up". characters with good setplay (like litchi) are able to cover a variety of situations, while still getting whatever type of mixup (high/low/throw/left/right/unseeable/unblockable, depending on game or character). and then, "setplay characters" are characters who's entire strategy revolves on getting the opponent into setplay situations (litchi) 6D starter is 100 p1, so she can get SMP or 5000~ with pretty much whatever you want 6d > hatsu > riichiA > ippatsuA > tanki hatsu > haku hatsu > riichiA > j2B > air hatsu > haku > chun > 5b > 5d > chun > 5b > 6d > 5b > 6c(1) > aerial 6d > hatsu > riichiA > ippatsuA > tanki hatsu > tk hatsu haku chun > haku hatsu > riichiA > j2B > jD > air chun > 6d > 5d > chun > 5b > 6c(1) aerial 6d > haku hatsu > riichiA > j2b > air hatsu haku chun > 6c(1) > ground chun > follow up hatsu > RC > air chun > land ground hatsu > riichiA > SMP
  4. f through c- = doesn't matter c- through a+ = win 3 in a row vs + or - 1 of your rank (so if you're c, you can rank battle vs c-, c and c+, not b-) s and above = win 5 in a row vs + or -1 of your rank if you play someone outside of +/- 1, it doesnt count as a rank battle, it only affects your psr
  5. it's not tsujikawa, it's kinji
  6. you misunderstand i said a and sb droit are AT BEST -1, as in max range, tip of the move. it is much more unsafe at closer ranges
  7. pick me if its on psn!
  8. droit is free to punish with yosuke, use 5a so you won't get blown up by 4b after a misspaced droit sb droit and a droit are at best -1 so if you ib those spaced you should (maybe) be able to punish. b droit spaced is plus and cannot be punished
  9. as long as it's 5a ch > sweep > b droit you should be able to get the full combo, there's no real trick to it
  10. 1) needs to be 1 5A, not 2 2) you can use held 6 or 5b if you want, 4b works for me so that's what i wrote. all versions are the same as far as proration and damage err, i guess. it's not something i use so i didnt type it lol
  11. clairification - throw > dash 5b > 4b doesnt work on everyone
  12. 6a[m] is decent safe on hit, relatively safe on block, punishes slides main thing is that you dont have to spend meter or be really far for it to be safe like 4d
  13. 6d > tsubame isnt a new gatling the change is that 6d(1) is special cancellable again you cant follow up dp unless you're in the corner (i assume going into ryuuisou still works midscreen).
  14. Please use this thread for CP video discussion from now on, thanks~
  15. 5b > 4b doesnt work on the entire cast
  16. months? double berial was maybe 2-3 weeks into the game lol
  17. [PLACEHOLDER] For now, Cha0t0's combo summary. Please note that I don't know whether he updates this exact page, or will post an edit on a new page, and I won't be checking on it a lot (as the game isn't out). Translations for those who want to read it over: 棒持ち中央(ノーゲージ) - Holding the staff, midscreen, no meter 始動 - starter 燕 - Tsubame (Gaeshi) ダッシュ - dash 白發中 - haku hatsu chun (in that order) スラ - shorthand for slide 微ダ - small dash or micro dash 一通 - Itsuu 前小手 - Forward Kote 一発 - Ippatsu 単騎發 - tanki hatsu 空 - air (as in, doing the air version of the move) 投げ - throw ディレイ - delay 百歩 - Puffball (i think hyappo?) 四風 - 4 winds 後小手 - back kote 素 - staffless くぐり - hitting with the back of バックジャンプ - back jump タメ - hold Anything else, just ask in the thread!
  18. that combo is extremely difficult, so i dont find it to be so practical. im not sure it's common knowledge.... near the corner you can do throw > sb droit (6) for a more stable confirm though EDIT: well i need to try 5aa > 2b, i think i remember trying 5aa > 5b > 2b and it was really hard
  19. you can speculate about combos, but it's pretty easy to say we have no idea what'll actually work (cause we don't have the game)
  20. Mitsuru combo recommendation list: First off, some small notes about Freeze: 1) You are allowed up to 3 normal freezes in a combo. Normal freezes are bufula and whips (2D, 5D, JD). Thus, if all 3 hits of D Bufula hit, you will not be able to follow up with C Bufula. 2) SB Bufula - you can follow up with 1 normal freeze if all the hits of SB Bufula don't connect. 3) Whips (2D, 5D, JD) must be the first freeze of your combo - if not, the attack will not freeze. 4) Bufudyne and Mahabufudyne will always freeze. MIDSCREEN: 5AAAAA(A) -Autocombo, gives a good amount of meter. Sometimes I think it's worth it end in super because it gives hard knockdown, which leads into a situation that's easier to control than A droit vs a standing opponent. Must be point blank. 5AA(A) > 5B > Sweep > B droit -Standard crouch confirm, excellent corner carry, can lead into mixup if you want, universal. Whatever > 2B > 2D > 5B (held) or 6(4)B (held) > Sweep > C Bufula > 6B (Held) > Sweep > B Droit) -Pretty much your goal midscreen. Most of your confirms will lead to this, if possible. Ways to go into this combo: 1) AA > 5B > Sweep > OMC [Notes] 2) Sweep > OMC 3) AA > 5B > Sweep > OMB > 6B (Held) 4) Sweep > OMB > 6B (Held) 5) Fall JA (CH) > dash 5AA 5B 6) 5AA > 5B [Notes] 7) 2B anti air 8) 2B (CH) > Feint > 5AA 5B [Notes] 9) J7B (Held) > JDD > C Bufula (omit 2B > 2D and continue from there) 10) JDD > C Bufula (omit 2B > 2D and continue from there) 11) 5A or 2A (CH) > Sweep > OMC 12) Rising JB OMC > JB > JC > Land C Bufula (2D and continue from there) 13) Airthrow CH or OMB > dash 6B(held) By now you get the drill. Either a specific hit, or confirm into meter to get the full midscreen confirm. It's VERY important that you learn this combo - I'll list a couple of compromise combos off other hits, but you don't want to compromise on this one. I list the first 5B as 6(4)B because you may have to input the move that way in order to get the sweep > C Bufula to connect. Alternatively, you can choose not to charge, which sacrifices damage but works better for others. doesn't work for me though [Notes] 1) If you start off a jump in, you might have to omit the last 6B. 6) Use this when you catch opponents on their way up (as in, the frames where you can't block after jump start up). Admittedly, you can't actually hitconfirm into this using 5B (as in 5AA > 5B > 2B) but it is possible if you do 5AA and go straight into 2B. Alternatively, in some situations, it's fine to just go straight into 5AA > 5B > 2B (for example, after A droit ender vs a standing opponent), but other times you don't know what'll happen. 8)Use this for "awkward" situations involving 2B. 2B CH is untechable until they hit the ground. Use this against characters that prefer using air moves to avoid teching throws, like Chie. Also, you get to keep pressure, as sweep feint recovers much faster than 2D. For this combo, you'll have to omit the last 6B. 5AAA (2B) > sj forward jB -Occasional random hitconfirm. Let's you get meaty/mixup, damage is very low. 2D > B Droit -Easy confirm for when you use 2D at a range where you probably can't follow up. Of course, if you're close enough to the corner, you can follow this up into full corner combo. 2DD > 4B (held) > 5C(9) > 2B > C Bufula > 6B (held) > Sweep > B droit Higher damage confirm off 2D. A little tough to actually confirm this, but the damage is good. Much easier to do this off max range JD. 2DD > 5AA 4B Sweep > B droit Practical, easy 2DD confirm. 5DD > 5AA 5B 2B(held) > 2DD > 4B (Held) > B droit 5D confirm midscreen. Use this route if you want to keep them in front of you. 5DD > 5AA 5B 2B (held) > 2DD > walk forward > 5AA > 4B > Sweep > B droit Use this route to sideswap. CORNER: Best (practical) route: xx > Sweep > B droit > 2A > 5C (Full hit) > Marin Karin > 6B 2B (held) > 2D > JB(held) JC > land > C Bufula > 4B (held) > Sweep > B droit (D Bufudyne x2) Fatal counter combo. 5B, Held 5B > Marin Karin > dash held 6B, and Sweep FC all lead into this. CH confirm: xx > Sweep > B droit > 2A 2B 2D > neutral JB (held) JC > C Bufula > 4B (held) > Sweep > B Droit 5A CH, 2A CH, 5B raw (on crouchers), JB CH, JA CH, raw sweep. Good damage off this one, definitely worth learning as you can combo into this on standing opponents. "Standard" confirm: xx > 5B > Sweep > B droit > 2A 2B C Bufula > 4B(held) > Sweep > B Droit Pretty much anything else if they are crouching, usually AAA > 5B into this. 2A with meter or 5AA(AA) confirm: 2AA(A) or 5AA(AA) > A droit > omc > Sweep > B droit > 2A 2B C Bufula > 4B (held) > sweep > b droit A little hard but worth learning. If you use 3 2A's or 4 5A's (not sure though), omit the 4B at the end. Throw (important!!!!!!!!!) Throw > AA > 5B Sweep B droit > 2B C bufula > 4B (Held) > B droit Definitely worth learning, one of her most important combos. Vs Naoto and Yukiko, you need to do B droit (6) > 2B, input it as B droit (3) > 3B in order to keep your charge.
  21. Hey hey, don't count out SG, ATGWarlord (when he decides to be in America) or Romey! They all put in work! And you never know who's going to put in some effort, show up and try to do well. At the moment CP Litchi adlib parts are way simpler and more consistent (mostly just 5B > 4B > ItsuuA or staff launch > Puffball) so it won't be as bad (that might be it really). Unfortunately the game is only out in Japan so it would've been a Japanese player match video thread anyways :st1ckbug:
  22. I was thinking matches with strong players, maybe matches from US majors if there's a Litchi in finals, then a section for CMV and reference videos (like Cha0t0's Kokushi recommendations video). EDIT: Urichinan, I don't think we should follow the same format as everyone else, because I feel like even watching average players (for learning purposes) is a waste of time, and you would probably make any of the mistakes they are making just by playing. Is it really worth it to see a video of some guy get bodied and be like "yeah, you shouldn't do this"? Being a competitive forum, wouldn't it make sense to only put up matches of the best players to study from? As far as our (Dustloop) players posting videos, I'd say that could be done in a critiquing thread. And on the subject of taking staff placement into account, some of that stuff goes into ad-lib combo territory, and again, it's pretty hard to explain that in a concise manner... if you have a way then share lol. Agreed on other points.
  23. Looks good, some stuff looks easier or got simplified. Her CT looks really good. Worried about setplay but no one has training mode so that has room to develop. In other news, I want some input on how a couple of the threads are run... for starters, we've moved on from the "initial release phase" (or whatever you want to call the period where a new version of X game has been released) where people are just scrambling for any and all footage of their character. I personally like watching strong players - not only is there a larger chance of me taking something away from the matches (strategy, combo/confirm, mixup, anything). Do you want to just have a huge list of all the Litchi footage, or do you want both? I only know my own preferences and I don't know what someone else could take from footage. Combo thread - want one now to talk about stuff, or wait until the game is out and make it combos only/no discussion? Once the game is out, it's going to be the same combo recommendation style - easier because it looks like ad-lib stuff is substantially easier than EX. EDIT: By combo recommendation I mean something like this - how to combo off every move, taking into account location, character restrictions, and other miscellaneous things. also no picture
  24. If you guys want to start one to speculate about potential stuff, then I wouldn't mind starting one with a link to that, but I wouldn't personally set up anything until after console release and I get to play some. The combo routes look more defined, even ad-lib stuff, so it should be much easier for me to do than EX.
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