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Lord Knight

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Everything posted by Lord Knight

  1. New series = new thread. Have fun. You guys know I'm not much into speculating, but I'm sure this'll interest you - Cha0t0's current BBCP Litchi combo recommendations (source =Cha0t0's twitter). I've only lightly browsed through it. URICHINAN EDIT: I would like for this thread to be about gameplay discussion, occasionally going off-topic is okay, as it's nearly impossible to not do so all the time. However, this is not a general discussion, so please keep it toned down. If you would like to talk about general things, then you can join our Litchi Faye Ling Group located here. Remember to always follow Dustloop's forum rules when posting as well. Thanks guys!
  2. if you don't have a passport apply ASAP!!!!!!!!!!!!!! if there is a passport service in your city you can get your passport expedited (for a fee) but you have to sit in an annoying line for about an hour (if you go this route, set your appointment as early as possible) it's very worth it to get your passport, you won't have to get another one for 10 years, and when you get sponsored and quit your job for esports, you won't look dumb for missing dreamhack grand finals over not having a passport :GetEm: :st1ckbug: :lordknight:
  3. General thoughts: Probably in Mitsuru's favor just because of neutral/safety. Akihiko is high risk/high reward in this matchup. You'll need to adjust your tactics quite a bit depending on their skill level. Round start: -Varies. -Air backdash, back jump or back jump are good passive options -If you're unsure of their skill level, 2A > Sweep. 5A is all right sometimes. -If it's the 2nd round and you have a burst and they don't, sweep and confirm OMB on hit. -Akihiko may try duck/weave, jumping in, or just retreating. General Neutral: -Best thing you can do is stay around the tip of A droit (6) range. This gives you ample space to maneuver around him. -Akihiko's jumps are low and he has jC. It's difficult to AA him. -VS duck midscreen, just jump or move. If you have the hard read, sweep or 2A > Sweep. -At some ranges, you can punish whiffed jC's with A Droit > crouch confirm. -VS sj jC - Bufudyne or 2D Fullscreen: -Neither of you really have anything. He might try to use D to get in, you can try to move around it or use Droit. Akihiko Pressure: -First and foremost, IB Kill rush for free meter. -He has a ton of ways to attack, so here's a quick list of some stuff he'll go for - Lvl 3 AoA (22f) EX Duck > (ex) hook/corkscrew (crossup) EX Hook (safe on block, armor, FC) Dash > backstep 5B (throw bait, big damage) Sweep (Low) 5C (Decent speed, dash cancellable) 2C (Bit slower, even on block) B Hook (+3 on block) Whatever > weave > throw (raises Cyclone to get higher throw damage) Mitsuru's pressure: -The usual stuff is fine, except that real strong Akihiko's will try to duck out of A strings. Mix it up by including random 2A > Sweep or just raw sweeps in your pressure. -His DP doesn't have much horizontal range and you can attack from max 5A range, so in the corner try to stay at that distance. -Don't try to cross him up midscreen, it's a free 2B for him. -Like any other character, if they try to roll sweep just laugh and punish. If they roll 5A, judge the distance they are from you and punish or move. Okizeme: -Standard stuff is fine for him, for the most part. If he has meter be cautious. Also, he can do Maziodyne in Awakening > OMC to beat Bufula setup. IK Punishes: Maziodyne
  4. teams pls also lets find somewhere else, not hotpot! ;;
  5. if you come into my room and lag, im prob gonna kick you after the game
  6. 3C P1 = 100 Haku P1 = 90 6A P1 = 80 lows lead into more damage off kokushi than overhead
  7. nah i saw something in a video anyway it was great playing you cause i forgot some things vs tager, litchi 4d =/= mitsuru 4b lol td is strong as always
  8. sorry, i saw something so hype i had to close the room to go to training mode ggs
  9. i made a room just now, someone play
  10. i wish i could favorite posts fff http://www.dustloop.com/forums/showthread.php?14329-CSE-Litchi-vs-Jin also, at this point he probably knows how to play specifically against you really well
  11. did you check the wiki? we (mods) were encouraged to post everything to the wiki and i was pretty sure i said that it was there in a thread, but it's my bad for not posting it at the top of threads id really prefer everything being here in the end also, tbh, i think the stuff i posted for ct/cs1/cs2 was much/more thorough, it was easier to sort combo parts, and we were all just playing the game more hopefully CP will be a good release over here
  12. you guys can post w/e about CP but im not updating shit for at least 2-3 months character looks so different
  13. cant wait to go into corner off every hit again
  14. im gonna play after wakeupsrk
  15. 6c prorate is like 70 or 60, you won't get a lot of mileage out of that
  16. no video, sorry some of the combo parts might be in cha0t0's cmvs though
  17. you can do way better stuff off 5C FC example 5C(fc) > jump forward 4CB > 236B > 426A > A > B > 236A 236B 426A > J2B > J236B 236A 236C > small hold 5D~release > 236C > 6D(2) > 5B 6C(1) 421D > ender 5C(fc) > jump forward 4CB > 236B > 426A > A > B > 2369B 236A 236C > 236A 236B 426A > J2B > small hold JD~release > J236C > 6D(2) > 5B 6C(1) > 421D > ender 5C(fc) > 421D or 623D > 236A 236B 426A > J2B > J236B 236A 236C > 6C(1) > 236C J236B RC > J236C > land 236B 426A > A x11-20 > neutral jump 421D JC JD falling JC > slide 6A
  18. yes, you understand! but you also had a bunch of opportunities to win that were missed so there's room for improvement if you know you lack situational awareness than it's something to work on too i liked that you actually finished some combos but it'd be sweet if you finished them instead of showing us that you drop them, you messed up chun > tk chun!
  19. that stuff is from august, not really relevant to the current loketest now apparently (unconfirmed), after you use daisharin, 6b[m] and 6c[m] change somehow
  20. you are holding back/down back during normals with fast recovery burst is around 18f startup (dont remember exactly) so you can use this to bait bursts without dropping your combo
  21. It is important that you realize what matchups Itsuu is effective though, because it is by far her most rewarding anti-air, and the follow up is always stable (as in, you should be able to put the opponent in the corner no matter where you are). As I said before, you won't be able to confirm all of her CH's on reaction. You can't confirm 2B[m], 5B[m], 5A, 5C[m], and all staffless normals besides 5C (6C doesn't matter because the proration is ass); What I meant was, as I said, there were a bunch of situations where if he confirmed properly or had better execution, you would have lost. The easiest things to work on are the clear, tangible errors (execution errors, poor combo choice and setplay choice).
  22. It's fine to use Chun to change your air momentum. No one has a 5F low in this game, the fastest low is the game is Tao's 2A (6F). Holding Itsuu is fine and you can cancel into block if you don't think they are going to attack you. Now if they are a really mobile character, or if they like to assume you're going to be using Itsuu, then it's not as good an idea to hold the move. Itsuu vs Hazama is generally good, you want to guard point the chain, then follow up with A when they fly at you. If they are better and don't fly at you, you can simply cancel and reposition. Tsubame air hit needs to be CH to combo, and it has to be only the rising hit, do 6C(1) > 6kote > haku hatsu > riichi > etc. Staff CH you can do something simple, if they are in the air try to get them to fall on the returning hit of the staff, then 2C > DP. If they are on the ground, do a long staffless string (5B 2C 5C 2C[m] > Tsubame) or something. Unfortunately it isn't something you can really practice. When you are doing the normal staffless confirm and want to go into 6C, if they are crouching you need to delay 6C for it to connect, also it whiffs some characters. The main thing I wanted to point out that you should have won and lost a LOT of times.
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