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Lord Knight

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Everything posted by Lord Knight

  1. she got a couple of new moves and some things got sped up/lower/higher damage/etc. someone posted all the changes on the litchi boards if youre interested

  2. if you go down the acho playlist more you'll find some more of him

  3. yeah we played today, it was all right ggs for sure

  4. It's more because with the 138xxx setup (from the video), there is a set combo for roll out of the corner. I think 5A would be all right if you ended the combo with dash 6C > Daisharin tbh.
  5. No BB singles? If this shit actually starts at 2 this Saturday I'll go.
  6. People really underrating precurse Arakune . . .
  7. turn off the AH music and its all good
  8. I think you're misinterpreting what you're actually using the hatsu for. At least for that input 138333, OS hatsu is used specifically to beat no tech/late tech/roll. On neutral tech, if they block you can follow up with mixup, and most reversals that would beat hatsu, you still have time to recover and punish. As for the alternate inputs (ex 19xxxx and 138xxx) they do use them as ways to prevent jump outs (additionally on Tager he actually has to block the 9 input )
  9. OS hatsu = input hatsu as 236A+B. If they roll out of the corner, you will barrier instead of hatsu. React, dash out of the corner, and combo appropriately. Normally they could just roll, your hatsu would whiff, and then they could tech out and do whatever.
  10. Sounds like you've been watching H.H. Generally, 6C > Daisharin is better than 6D > Daisharin because of positioning for the actual super/what you can cover. I'm going to assume this isn't common knowledge (for Americans), but a poorly input Daisharin post combo can simply be jumped out of. You might've noticed after the 1 (to catch roll), some Litchi's do 9 instead of 3. This is to stop neutral tech > sj out. Of course you can cover these same options with 6D > Daisharin with an input like 619333, but you're only getting 3 hits of Daisharin for mixup, compared to 193333. Alternatively, H.H specifically uses 138333. This OS's a ton of reversals, wake up super counters, catches rolls out of the corner and no tech (one of the purposes of the hatsu). To make it not completely worthless, he follows up with haku or chun for high/low. It's very easy to react to a hit of Daisharin > hatsu picking them up as well.
  11. Coming this time. Actually leaving in a couple of minutes lol
  12. ffffffffffffffffffffffffffffffffff oooooooooooooooooooooooooooooooooooooooooooooooo maaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaan
  13. http://shoryuken.com/f3/rape-culture-normalized-248033/#post9386835 LOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
  14. We've talked about using fullscreen 4D, using 4D > 4Kote > jB > 3C > 2D > Hatsu > Chun > staff2 is a superior combo part.
  15. Ragna is too high. Tao, Carl, Hazama too low. Jin too low. Tager, Tsubaki and Rachel are the same strength. No one is weaker than C tier strength.

  16. JP BBS came out with a revised tier list a couple of days ago. They took 6 famous players (this means top players) and told them to give a character a ranking between 5 and 1, 5 is the highest, 1 is the lowest. After adding up all their scores, the total score determines the rank. The poster did not reveal the names/handles of the players. The votes where originally ordered differently - for convenience sake I listed them in order of strength as well. Also note that there are a couple of ties (specifically Hakumen/Hazama, Ragna/Tao, Tsubaki/Rachel). S: Bang Litchi A+: Hazama Hakumen A: Carl Arakune Ragna Taokaka B+: Jin B: Lambda C+: Noel C: Tager Tsubaki Rachel -------- Actual votes (excuse my godlike formatting) (koogy feelin himself damn ) S: 5 points, A: 4 points, B: 3 points, C: 2 points, D: 1 point, "+": 0.5 point Bang: 5.0/5.5/5.0/5.0/5.0/5.0 = 30.5 = Average 5.1 = S (1st) Litchi: 5.0/5.0/5.0/5.0/5.0/5.0 = 30.0 = Average 5.0 = S (2nd) Hazama: 4.5/4.5/5.0/3.0/4.0/5.0 = 26.0 = Average 4.3 = A+ (3rd) Hakumen: 4.5/4.5/5.0/4.0/4.0/4.0 = 26.0 = Average 4.3 = A+ (3rd) Carl: 4.0/4.0/4.0/4.0/4.0/4.0 = 24.0 = Average 4.0 = A (5th) Arakune: 4.0/4.5/4.0/3.0/4.0/4.0 = 23.5 = Average 3.9 = A (6th) Ragna: 4.0/4.0/4.0/3.0/4.0/4.0 = 23.0 = Average 3.8 = A (7th) Taokaka: 4.0/3.0/4.0/5.0/4.0/3.0 = 23.0 = Average 3.8 = A (7th) Jin: 3.0/4.0/4.0/2.0/3.0/4.0 = 20.0 = Average 3.3 = B+ (9th) Lambda: 3.0/3.0/4.0/2.0/3.0/3.0 = 18.0 = Average 3.0 = B (10th) Noel: 3.0/2.0/3.0/1.0/3.0/3.0 = 15.0 = Average 2.5 = C+ (11th) Tager: 3.0/3.0/2.0/1.0/2.0/2.0 = 13.0 = Average 2.2 = C(12th) Tsubaki: 2.0/2.0/2.0/1.0/2.0/2.0 = 11.0 = Average 1.8 = C (13th) Rachel: 2.0/2.0/1.0/2.0/2.0/2.0 = 11.0 = Average 1.8 = C (13th) Take this how you will.
  17. Let's do some math! D Nails = +8 On IB = +3 Bang 5A = 5f startup Cmd Grab = 13f start up Litchi Throw = 7f start up You will lose to 5A (and plenty of other normals) 100%. Beating command grab is fine, but you better have the read if you're going to try to use throw to beat it. It's better to just jump if you read it and punish the recovery.
  18. I think off 2B > 6B it's more stable to go into ItsuuC.
  19. Either watch some vids and write everything out, or use the guide which lists out everything for you. Everyone here is willing to help you, ask any questions in the combo or beginner thread. Thread closed.
  20. What about combos with variable delays?
  21. I'm being 100 percent serious.
  22. The strategy is mostly the same as CT, both characters are stronger. The Tager only crossups are lost (sadface), but just like Hakumen we got 2A > rising jB, 5B > rising jB, dash > rising jB. Itsuu is really good for punishing a Tager that whiffs. 3C is the preferred poke, 2B is better when he has Spark Bolt stocked (because of low profile). But hitting 3C midscreen gives a way better reward than hitting 2B. An actual good Tager will spend more time just walking at you than jumping in mindlessly. 2C is the preferred anti-air. If they do sj jC > falling barrier, then just jump up and airthrow them. When they try to attack, 2C them. Just vary your options. If the 2C is blocked, Itsuucan and try to get away. For Tagers that mash 2C for teching (air and ground), if you catch them in the air, try running under them when they tech, and punish j2C recovery with your own 2C.
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