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Lord Knight

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Everything posted by Lord Knight

  1. 5/22 BBCS SBO Quals http://www.youtube.com/watch?v=nf0JTsqsvKU Mame (Ragna) and Uisuraa (Tao) vs Naaga (Lambda) and A~Chan (Litchi) http://www.youtube.com/watch?v=Y-NFNAZckX8 Shachou (Ragna) and Kaichou (Litchi) vs Eesuke (Carl) and Shounen (Litchi) http://www.youtube.com/watch?v=EdCLeWQI0Z4 Eesuke (Carl) and Shounen (Litchi) vs A~Chan (Litchi) and Naaga (Lambda)
  2. Haven't heard that one in a while lollll IMO the Tager vs Litchi match is pretty much the same as CT except the damage has shifted. Litchi does way more damage than Tager now. She doesn't have the corner only Tager shenanigans she did from CT anymore () but she still has the instant overheads. She has stronger pressure as well, and Tager has the worst to deal with after corner knockdown. In the end it might be a little worse than CT.
  3. The point is that reversals are gonna be risky unless you dumb meter to make it safe. Of course it'd be unsafe to use, that's why it's a risk. Litchi can't even RC her dp.
  4. DIE-ใกใ‚ƒใ‚“ Litchi
  5. Pretty sure even at -30 you could do whatever you wanted to punish it anyways.
  6. Didn't really say anything new here
  7. Litchi controls space too well. Since Litchi staff launch kills bell bug, Arakune only has cloud and ground bugs (jD?) outside of combos to build fever meter. Even when caught blocking when launching staff, she can just do it anyway again before it returns to her, getting her to a decent space (midscreenish) easily. Litchi does huge damage off of random hits. Her 5A/2A anti-air is weak in this match, but Tsbuame is actually usable for anti-air. This means Arakune has to put a bit of effort into approaching (lol) or just turtle with clouds. If Jin can get Litchi to block in neutral, he's fine (like tagging her with j.C or something). His rushdown is solid enough that he can stay on her. Litchi has 5A anti-air on his jB (2A as well, but thats harder), staff launch anti-air. Jin's 2D > Litchi's 6B[m] but she shouldn't be fishing that hard with it anyways. Jin's main problem in this match (like everyone else) is getting hit. His DP is reliable but if its read it's terrible for him. Neutral more or less even in between the two, each have answers to each other's options. It's just Litchi getting so much more off a CH (or even random staff hit) than he does.
  8. Not really in the mood to install shit on a public comp :|
  9. Tsubaki - Onii Litchi - Inoue, H.H, WHITE, Kimura, Kyaro, BLEED, Neronero, Koichi Sorry, no IME on this comp .
  10. Litchi vs Jin isn't even close to that bad
  11. Litchi matchups: Vs Bang: 5-5 Vs Ragna: 5-5 Vs Hakumen: 5-5 Vs Carl: 6-4 Vs Hazama: 5.5-4.5 Vs Tao: 5.5-4.5 Vs Lambda: 6-4 Vs Arakune: 6-4 Vs Tsubaki: 6-4 Vs Jin: 5.5-4.5 Vs Noel: 6-4 Vs Tager: 6.5-3.5 Vs Rachel: 6.5-3.5
  12. Interesting developments actually. For reference, the combo I was referring to was: 4D[m] 4kote j.B 2C 3C 2D hatsu delay chun staff2 6C(1) itsuuA 4kote dash 3C 2D j.BC staff2 6C(1) Tsubame Kokushi The beginning combo part is actually pretty much the same as yours, but I haven't seen the second part in matches at all. For further reference the corner combo he's been using is: 4D[m] 4kote j.B 2C 3C 2D sj.C j.B(whiffs) falling j.C 6A[m] 2C itsuuA 4Kote 3C 2D sj.C j.B(whiffs) falling j.C itsuuC j.8C 6Kote falling j.C 3C Kokushi
  13. Is 2C character specific during itsuu loop? Also I'll definitely try that 4D[m] combo. The most recent one's I've been doing is midscreen: 4d[m] 4kote j.B 2C 3C 2D dash j.B delay j.C staff2 6C(2) itsuuC [D] j.C ]D[ airdash j.C staff2 6C(2) 6D daisharin and corner: 4D[m] 4kote j.B 3C 2D rising j.BC staff2 2C[m] itsuuA 6kote 5C 2D slight delay rising j.C staff2 2C[m] itsuuA 6kote 5C 2D slight delay rising j.C staff2 6C daisharin I'll test the above and add it to the combo list. Does anyone know offhand how much H.H 4d[m] midscreen combo does? It uses a similar formula but doesn't use hatsu chun twice in one combo, and I believe it has staff 2D set the entire time.
  14. Lunaris any help you can give, please PM or something. Even though I'm starting this, my understanding of her parts combo completely, I've just been posting what I do
  15. Since I opened in it, people could post in it The main problem I was having was I had no idea how to actually post the combos.
  16. Do it sooner. In the corner, that part is really easy.
  17. Those changes aren't listed in the frame data, hence why they aren't here.
  18. It's ok, it's a holiday weekend. Next one will be better.
  19. Shishin is pretty much unnecessary since her meter gain is so great. Joemamma basically has the right idea - the sj combo does slightly less damage, but gives her excellent positioning and Kokushi oki. Kokushi oki is weaker than Daisharin but the reward is waaaaaay greater. Also, characters on characters that have an easier time escaping Daisharin oki somehow (with invul or something), the Kokushi ender is recommended. On players with stronger defense, I suggest Daisharin more often in the later half of the match - Kokushi is almost always better overall if you crunch out the numbers.
  20. Meant I was accepting MB or BB mm's
  21. MB or BB mms Only BBCS in a legitimate form
  22. Tsubame is not an anti-air Tsubame is not an anti-air Tsubame is not an anti-air Tsubame is not an anti-air Tsubame is not an anti-air Tsubame is not an anti-air Tsubame is not an anti-air Tsubame is not an anti-air Tsubame is not an anti-air Tsubame is not an anti-air
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