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Lord Knight

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Everything posted by Lord Knight

  1. If he's just mindlessly running around and hitting A you need to not jump and hit him with 5B.
  2. This thread was necro'd for real? Sayonara dear friends
  3. You need to make sure you hit hatsu in a way that they will be in front of the staff when you land on it and do ippatsuA. Doing itsuuA > Dash 6Kote tends to make this overall easier.
  4. 5A beats 5B and jC 2A also beats jC, but won't beat jB Crouch beats IAD, you can crouch under gauntlet hades if he throws it out in neutral at certain ranges Staff place in neutral > launch Seriously you really need to just hit him and don't drop combos. Tsubame hasn't been nerfed as a DP, just combo damage off it is lower and a bit more recovery. Don't get discouraged because you can't do a lot of damage off her DP.
  5. Seriously she can combo off tsbuame without CH, people really need to stop saying that.
  6. Seriously just read the first post
  7. Dash 2C is probably the easiest method to hit 2C, you should try that. Also I know this will be a bit of a pain but we should get some damage tests done. I have a good idea of what are the best confirms right now, but it'd help to know damage and meter gain. Those combos above are definitely the upper end of ItsuuC combos, but when confirming a 5B > 5C string, we really should go into ItsuuB. Also I was hella surprised at how much damage 3c[m] > iad jB combo does . It's almost as bad as someone getting hit by 2C. I knew about it before but I felt like it was unstable until I figured (also saw :/) people just hitconfirm spaced 3c's into it.
  8. Boob is ok but the hair whoamg and china dress wow wow Can you clear up what you mean a little bit? Your post was a little bit unclear, but if you're talking about CS pressure, Litchi gained a lot of new options. You should definitely memorize her gatlings. The BE6B feint is actually a bit weak unless you're doing some sort of mixup with Daisharin/Kokushi (or at least everyone I play grabs me out of it :|). Just like Ragna you need to randomly rotate through good options. For example if you catch them blocking, 5b[m] > 5c[m](2) gives you a pretty wide arrange of followups. You can use itsuucan, 3C[m](low), 4D[m](high), 5D, 6D, or just nothing at all. Going into itsuu stance and cancelling into itsuuC is all right occasionally (I think people are still used to CT Litchi), but I wouldn't rely on it too heavily. I will say given the range of her normals, and the way you do pressure with her, rushdown is a bit weaker midscreen than in the corner. 6B is only jump cancellable on block staffless btw.
  9. Hey can we get these results right? Pretty sure my team got 4th in teams and 7th in singles? (BB)
  10. I didn't realize there wasn't a thread where posts that I would normally facepalm reading would go. Try to keep discussion not too retarded . I'll post random updates to sticky threads/subforums here. I just cleaned up the matchup forums to get ready for next week.
  11. Litchi's ass wins 10-0 Matchup discussion. Post will be edited with general strategy.
  12. Matchup discussion. Post will be edited with general strategy.
  13. Let's talk about how fun it is to play against Tao in this thread. General Matchup: 5-5 Even Matchup. Stressful matchup. Tao has the best neutral game. Good luck trying to hit her. The goal is to trade with her, not outright win. Litchi's reward off trading is way better than Tao's (for the most part). Midscreen neutral: -This is tough. . . -Jumping and doing a low airdash forward/backward jC (as in, close to the ground) is great. Fish for trades - Litchi does 5000 off jC wallslam. -jA, 5A, 2A are all excellent fast tools that can hit Tao out of moves. They have little recovery so they can't be punished unless Tao outright wins. Confirm these as best you can. -Dash 6B[m]. Reward for trading with Tao is great. -Really, don't try to actively approach Tao to hard - her maneuverability is too good. Set the staff if you have to, but I don't recommend it. -Try to IB drives in the air > jA. Tao's pressure: -Not Bang or Valk level, but still great. -IB 2A is good, gives you a chance to backstep or barrier jump. -If you see a drive, jump - be prepared to break an airthrow. -Watch out for Throw Reject Miss setups -IB 236C > DP if they get too comfortable. -2A jumpins. -Watch out for gimmicks. Tao's like stopping combos and going into green throw - you don't need to have seen these before if you're focused, just be aware of it. Litchi's pressure: -Don't do anything fancy, just try to hit her. -5B > Daisharin to bait Counter Assault. -REALLY WATCH OUT FOR COUNTER ASSAULT. Her's is by far the best in the game, and you'll be punished hard if you aren't wary of it. -For okizeme. . . . Daisharin is still the best option. Don't worry about keeping her in blockstun if she has meter to counter assault. Just do something that will prevent her from rolling or jumping out (196666 for example).
  14. Nothing's changed. Matchup discussion. Post will be edited with general strategy.
  15. Noel has 100 percent combos now wtf! Matchup discussion. Post will be edited with general strategy.
  16. Let's talk about how to spam j.C in this thread.
  17. Let's talk about how badly Tager rapes Litchi in this thread.
  18. General Matchup: This matchup is less annoying than CT in some ways, more annoying in other ways. It's important to have momentum and keep it. Fullscreen neutral: -Keep the staff -Try to stay just at the tip of IAD j.C range Midscreen neutral: -2B[m], 3C[m] are your friends -Walk back 2C[m] is a decent AA -5A will beat a poorly spaced jC -If they jump away/around mindlessly, hit them with ItsuuA Pressure: -IB the 6A, hold 7. 3C will whiff, 2A will whiff, Renka will whiff, and you will automatically stand block the 6B. -Beware of dash Tsubaki (3 stars) -Beware of dash Hotaru (2 stars) -In this matchup especially, don't preemptively use OS throw. -J2A gives an extra attack, and keep an eye out for jC/j2C > tsubaki. Litchi's pressure: -Against D mashing, just 6A[m]. Get your FC. -5A hits him on crouch block. It's +3 on block. -5A > 2B or 3C for low mixup. 5A > 6A for high. 5A > dash throw. -Definitely Daisharin 138xxx -Don't use Kokushi, he can Yukikaze/2D.
  19. Matchup discussion. Post will be edited with general strategy. Enjoy your timeouts.
  20. General Matchup: This can be a hard matchup or annoying matchup for Litchi. Bang's extra aerial option, his incredibly safe pressure and varied pressure options make this a real test of your skill with Litchi. Fullscreen: -Good idea to set the staff. -Against fullscreen nails: sj > ib nails (be prepared to jA) -Bang has jump > dj > airdash. Be careful -Against poison nails: Launch staff, or ib them. Let him waste them. Midscreen: -Against midscreen nails: jump, get hit by them. Set staff with 5D if you have time (applicable above as well). -Against jump in > j.AA > cmd grab: Barrier block the j.A When he command grabs, thanks to the added blockstun, it will be a purple throw. Staffless: IB j.A > jHatsu. -At this range, Bang has to choose between nail approach or aerial approach. -Litchi's anti-airs: rising jA, 5A, 2A, launch staff, airthrow. Judge what to use based on his height. For 2A, you want to crouch under them and punish their landing (Bang players like hitting buttons) -Against dash 5B: 6D[m], or 2B staffless. Bang's Pressure: -Against 5A > 2A > 2A: IB the first 2A, jump out. -Against 5B: IB it, hit 2A. 5B > 2B is tight, 5B > 2C is tight. 5B > 5C, 5B > 6A, you will 2A and get a CH. -Against 2B: Watch what they do. If they like doing jump over j4B, airthrow them out of the start up. -Against D nails: IB them, barrier jump. Unless they do the fastest possible dash 5A or 5B, you will escape. Litchi's Pressure: -Beware of his D button. Most Bang's really like 2D, so be ready to preemptively 3C or use a string that you can easily jump away from the guard point. -2A>2C and 2A > 5C are effective against mashing. -Try to restrict use of Daisharin okizeme against Bang. Although his reversal options are baitable, you get very few mixup opportunities to bait them all. -The staffless 3way okizeme is preferred. -Don't use Kokushi against him.
  21. General matchup: I hate Arakune ;_; :8/: This match is very stressful. You need to get momentum and keep it. If you get cursed, you probably lost. Fullscreen Neutral: -If you're here, it's a problem! -Set the staff -Definitely try to close the distance to just outside of midscreenish range -Try not to approach without launching the staff -Watch for the teleport to the other side of the screen Midscreen neutral: -ItsuuB/C or 3C/6B (preferaby 3C) if they are ignoring you on the ground -ItsuuA, decent anti-air -If he's floating above you, definitely use Tsubame -iad jC will beat cloud -iad jB will beat 5D -Be careful of the bird if you're in the air. 5A if you're on the ground. -Just block the dives -Don't 2C recklessly, it'll probably miss Arakune's Pressure: -Against 5A starter pressure: IB, 2A. This will beat everything but 5A > 6B (need to check if 5A works against it) -Against jB - 5A or 2A. Have to do it early or else you'll lose. Curse Pressure: -DON'T FUCKING USE BARRIER BLOCK. If he crosses you up, you'll poke, get counterhit by the D bug, and you'll lose, guranteed, 100 percent of the time, DON'T USE BARRIER BLOCK -Do your best to try to sj Barrier out. Litchi's jump is 3f, you have hope! -Do your best to do Daisharin and be obnoxious -Pretty much it's hopeless to try to fight, just try not to get touched. Litchi's Pressure: -5B > 3C will beat mashy backdash -2A > 2C will punish mashing jump (Arakune's love mashing jump) -If he has 50 meter, during the Daisharin mixup, try to bait the CA (definitely if he has 100 meter) -6A during kokushi and Daisharin, at its max range, will dodge the CA -ItsuuC/B after 3C, at a far range, is safe. If they use 2C (Whale shark), punish with 2C. B has 2f more recovery than C, but range is better. Make good judgements! -Stay on that fucking asssssssssssssssssssss
  22. General Matchup: This match is pretty favorable for Litchi. With her added damage and developments in her game, and several nerfs to Jin, this match is a lot more tolerable than CT. Full screen neutral: -IB any swords, set the staff. -It doesn't matter whether it's set to 2D or 5D, adjust as Jin approaches. At this range, he needs to approach you. -Keep in mind that he can hope over 2D launch with 6B, but it doesn't matter. If they do this a lot use 5D. Midscreen, neutral: -Set the staff, preferably 2D. -Avoid 2D range. Be outside of this range. -He does (whiffs) 2D, you should do your 2D and approach. -His j.B loses to your 5A and staffless 2C. -Make sure you're proficient at 5A > itsuu or 5AA > aerial. -Be wary of his j.C, properly spaced it will beat your 5A. Pressure: -Against 6C: IB it, then do 5A. If he does B DP, you will whiff 5A, just block (it will probably be IB). If he does 6B, you'll punish it. -Against 6D: See where they like to do it, and 5A it. -Against rejump in jB: 5A > itsuuA. NOTE you can't 5A magic jB (the early jB) unless you're mashing really hard. Just block it. -Against 5C > rejump in corner: IB > dash out. -Against 236D: If you read it, just Airthrow. Don't get too confidant though. -Against 2A > throw (for throw reject): Try not to preemptively OS throw. -Against dash 6B: Definately OS throw (1 A+B+C). Alternatively, you can try to just attack. 6B barrier blocked will make it +4 so IB it'll be -1 so you should be able to jump away from most things. -Jin throw tactics: 2A isn't cancellable into throw (ie, he can't really cancel into purple throw). 5A is, but won't hit you crouching. Common throw tactics will be listed below. -Against 214C knockdown: OS Tsubame (421A+B+D). If he doesn't crossup, you will barrier. If he does, you'll do tsubame. Obviously don't always do this because it is still a DP, and it can still be baited, but keep this in mind. -Against j236B pressure - he must use a jump cancellable normal first so if you read it > itsuu. If not, IB the sword > 5A > full combo. Throw tactics: 2AA delay 2A 2A > 5A > Ice car 2A > 5A > C DP or D DP Resets: -Try to keep a gold burst stocked! -Notable resets: -------------------- Midscreen combo: xx 6C > dc > 5C > 2C > sj > j2C > jD > airdash > jD or j236D Corner: 5B(2) > airdash jD Back throw > A Ice car > dash under > 6C (also possible with forward throw) Long corner combo > D DP > Held Second hit Anything involving you being frozen with 236D, 6D, or JD Special notes: -Definitely use the Daisharin 138xxx on him, to beat Yukikaze and D DP -Try to avoid using Kokushi if he has 50 meter -Staffless hitconfirm: 3C > 6kote > 2C is possible
  23. Wow, I like that stuff a lot. I had problems doing itsuuC > [d] > iad j.C though.
  24. OK, I'm pretty sure now that 5b 5c 3c itsuuC jChun combo part is obsolete at this point. Alternate combo parts: 5b 5c 3c itsuuC [d] dash jBC ]d[ airdash jBC 6c(1) -This seems to be most reliable midscreen. 5b 5c 3c itsuuC [d] dash jC dj ]d[ falling jC dash 6c(1) - Same combo part as one of the corner 3c hitconfirms, except you dash on landing rather than going straight into itsuuC. Used near corner/going into corner. 5b 5c 3c itsuuC [d] dash jC land ]d[ rising jBC staff2 dash jBC land~ - This is probably the true replacement for itsuuC > jChun. The only problem I personally had with the sjBC combo was that if you airdashed improperly, you were done. This starts off of normal jump so there's less room for error. If you're somewhat far away from the corner, you have to delay the first jC slightly. The second jC always must be done quickly, because the staff is returning. Next thing to figure out is if we go to 3c combo, and choose the above, what should we do if we're really far from the corner? I have a couple of ideas that I want to test tomorrow, but if someone finds something good/easy, post here. I was personally thinking: 5b 5c 3c itsuuC [d] dash jC land ]d[ rising jBC staff2 dash jBC land itsuuC [d] rising jC ]d[ airdash jC 6C 6D daisharin -Should definitely work seeing how late itsuuC rising jC works, and just advance input the airdash jC. It should also carry all the way into the corner. Of course it's important to note that these combos are way more CT style than previous CS combos, as in you have to be very aware of where you are on the screen when you go into them. EDIT: So I randomly went on GAMEacho youtube account and saw someone do it, more at 11
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