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Lord Knight

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Everything posted by Lord Knight

  1. See if you knew Litchi you'd actually understand why those matches are 5-5.
  2. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1247584651/878 Good summary of what Litchi could do at this loketest (for JP readers) EDIT: Apparently one guy did 6C(1) > Kote 6 times and it worked lolololololol
  3. It's recovery looks the same as in CT. It's the hitstun that's different. Arcsys heard my pleas, I guess.
  4. Not with that momentum.
  5. Hooooooooooooooly shit she can do rekkas from riichiA omg omg omg omg omg http://www.youtube.com/watch?v=3O3QLAm9UYY&feature=player_profilepage#t=6m23s I REALLY HOPE with all my heart that this stays in for the final version.
  6. no one told me and no one could pick me up :/

  7. I'm sure they'll find a new way to knockdown, one guy had a pretty good idea but went into rekka ender instead. EDIT: Diveman that doesn't exist in CT except on air CH.
  8. 3C[m] return wasn't very strong since staff had such little block/hitstun (outside CH of course). Hopefully you can replicate the 6A[m] > 2D stuff with 4D, that'd be sweet.
  9. Not surprised, most of the current stuff was all discovered in Training Mode.
  10. Don't roll > haku on Tager, 360 tracks (and I'm pretty sure 720 will too).
  11. Combos, learn them! JC > land dash 5C works 6C > 5C > JBCD > airdash blah blah blah Kokushi musou 2C 2C 2C (2C) JBC land tsubame 6C 3C (Had the oppurtunity at around 5:00) Chun doesn't need to be RC'd in corner. Had the oppurtunity to do 5C CH iad JC 5B 5C blah blah blah at 2:24 And toonnnnnnns of other stuff. As far as actual play you just kinda hop around, you aren't controlling Litchi's best area (in front of her and above her), instead you were playing into where Ragna controls space best. Blockstrings were weak and very repetative (though I realize there was some spots where you thought you got the hit and just didn't, that happens). Itsuu in pressure (especially vs Ragna) should be used really sparingly, it really isn't that good.
  12. Some combo varients Airthrow > falling j.B 5B Tsubame dash 6B j.BCD airdash j.(B)C land 6C tsubame 6C airthrow - Works on Litchi, probably Jin, and probably will make airthrow follow up vs Noel and Nu easier too. Add 2nd j.B as needed. CH j.C/Ryuuisou/6B (near corner) -dash 5C(1) ItsuuA - Gotta test damage on this. Judgement call on whether you have enough time to do it.
  13. Thanks for clarifying Zenmetsu. Also afaik 6C > 5C OTG relaunch is out, at least late combo.
  14. Some things I picked up while checking BBS: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1247584651/612 if you can read Japanese, there's stuff here about 4D and 6D, clarification would be great. Kara fastfall is still in. Apparently 6C > 5C late combo doesn't work anymore? 2C > 6C loop still works (even on Tager smaller hitbox) Kokushi Musou and Daisharin are untouched. 3C combos all still work. 6C > DP was really hard. Tsubame > RC makes you go staffless, but doesn't launch? (http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1247584651/635) 6D is like a staff fling? Apparently you can combo into it. 4D is another staff placement?
  15. I deleted a thread so we could talk about matchups instead of reading the fighting game dictionary. Quote is there because that is general strategy for Litchi vs Taokaka, if anyone has anything positive to add or has questions, then they can post whatever. Hey, go do shadow boxing before posting again.
  16. Last thread was kaka, let's keep our gentleman's glove on folks. 5-5 match I'd say.
  17. ZZZZZ stop trolling, my name is in italics so you have to listen to me.
  18. Well they said that normal itsuuC bnb still worked, so you can still combo out of tsubame, I think you just cant' do multiple tsubame's in one combo. I'll let JP figure out what to do about that though :|
  19. Ryuuisou nerf is really unnecessary too though, that makes me mad. I wanna test all the properties of her moves on my own, especially the new ones. Outside of tsubame and Ryuuisou they only added so we can just go forward instead of relearning this entire character.
  20. I'm really not. You guys are looking at the wrong shit, really. It's still possible to do it too.
  21. She can still do itsuuC bnb guys. Also who cares about comboing out of tsubame, at best you got like 2.8 or something. I also didn't really hear anything about damage nerfs.
  22. Anti-Tao measures - IAD back j.C >>>>>>>>>>>>>>>> dive, no contest as long as you space well. Jump away j.B is good too. 5D (place) 2D (launch) for anti-air. It's 9 frames, extremely fast and untechable in the air on CH. Tao j.C beats you pretty solidly if you use j.C or j.B, but this works, and so does j.A. IB first hit of 3C > tsubame. The only way they can stop that is if they do a Drive cancel right after the first hit. IB claw > tsubame. Safer route is IB claw > 5B/5A. This match is kind of annoying but it's possible, you just have to realize that you have to handle the neutral game differently since Tao works so differently than everyone else.
  23. Litchi changes are overall good to me. Tsubame nerf is whatever but at least you can RC. New moves are always a good thing (as long as they aren't trash). Ryuuisou shouldn't have been nerfed, I'm a bit upset about that. If JD is also dive, that'd be hyyyyyyyyype.
  24. KEEEEEEENNNNNNNNNNNNNNNNNNNNNNNN
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