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Lord Knight

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  1. vs Hazama 0:22 - round start situation, doing the jC was not a bad idea, but if you were reading for jump chain at the start of the round, sj > airdash forward jC would have been better. Other round start options include backstep/IAD back, 2B > 6C (buffer airdash) > 6C (buffer airdash) or itsuu. 0:22-0:28 - lots of pointless movement. If it's someone you haven't played before, you need to make an assumption on how they are going to play and how well they know the match up. Doing something like putting the staff down or trying to use Itsuu when he is in the air would have been good here. He already showed he liked Gasshokyaku from the start of the round, so he's probably going to try to AA you with that a lot. 0:31 - J.C doesn't have a good hitbox below it, J.B here would have been a free hit > knockdown. 0:34 - Ressenga is pretty much safe knockdown. Dunno what button you were hitting but if you wanted to get out, Tsubame or backstep would've been better. 0:40 - Roll might have been good here, it looked like he assumed you were going to jump out. 0:41 - was that barrier flash OS throw tech? 0:42-45 - You just let him run train on you - after you get hit/block Ressenga, you should dice roll DP/Mash/Jump and see what their preference are (ie do they like to bait DP? Do they keep going in?) At lower skill levels, people tend to heavily lean towards one option, and it'll work several times over (sometimes, it'll just work 100 percent, it's up to you to judge that for yourself). At higher skill levels, people may adapt quicker, so it's better to be either just random or lean towards safer options the majority of the time. 0:49 - Better players are going to look for that neutral tech > falling aerial. Airdash out and reset the situation. 0:51 - Did you react, or were you trying to jump? After blocking 3C he has very few options, it's worth trying to DP/Jump here. Good block either way. 0:54 - That JD was bad. Not only that, but you tried to recover it instantly.... you need to recover the staff at a safe time, Hazama was way too close to you. Now, he was on top of the staff but you held it for just a pinch too long. 1:02 - same as 0:51, DP/Jump. 1:05 - This Hazama player doesn't know his gatlings too well. 2A > 6A is mashable, he had 50 meter... technically after that first 6A connected, you should have died (if he was better, he would have confirmed into Houtenjin). 6A > Houtenjin is huge damage + meter, you should mash 2A/DP/Jump when you block 2A when he has meter. 5B > 6A is a gatling too, you can use barrier to push him out so that 6A whiffs. 2B > 6A is the roughest, you can only DP/block that. Essentially he gave you one last chance at life and you didn't take it. 1:13 - Good guess. I'm going to assume you based this decision based on the start of the last round. Your combo choice should have been either ItsuuA > held D > release and haku chun > tk chun > 2C > 6D > etc or Itsuaa > 6kote > haku hatsu > riichiA > ippatsu > tanki hatsu > dash hatsu haku chun > 5b 6c(1) 4kote > jAB > dj jBCD > falling jC > dash 6a 1:20 - Might have been better to just 2A here. Because you didn't barrier on the way up you got hit but he can't confirm well (easy to see based on the previous round) so you got lucky. Again, instead of falling at 1:22ish, air teching and airdashing away would have been better. 1:27 - Good itsuu. I felt like that combo was fine... dunno how you dropped it to be honest. If you don't feel confident, etc > tank hatsu > tk hatsu haku chun > 5b 6c(1) 4kote would have been enough 1:33 - Dunno if that burst was worth it, but whatever. 1:34 - Need to go into aerial if Four Winds connects like that. Personally I think he was trying to jump out. 1:44 - That D launch wasn't bad, but you should have assumed it was going to connect (hit or blocked) instead of going straight into chun! 1:48 - Good itsuu, you needed that combo. 1:53 - Never burst 6C (or 214D~C), instead burst 2C or 5C (to make it whiff). If he had better execution that would have been game. 1:58 - Good wake up Daisharin. 2:12 - If you did 6C[m] you would have gotten a CH and he'd be in the corner. 2:14 - Your other Itsuu's were good because he was airdashing, so it was ok to just let it off. Here, it was bad - he was on the ground and you still did the followup. When you're waiting for chains, you should guard point, then let it off. Of course he doesn't have to come to you but at that range you might have still clipped him anyway. 2:16 - Good DP, bad follow up imo. And where is the confirm at 2:18? That could have been corner > death. 2:22 - Bad 6D, and your bad habit of always letting off the stick cost you, this should have been huge damage for him and potentially game - lucky for you his execution is not so good. 2:27 - Again, here you would want to hold guard point, he did jB so that would've been great for you. 2:30 - Good roll but risky, just know for later that there are ways for him to OS rolls. 2:32 - Good jump, but if you knew he was going to do it again I would've just DP'd again. Even though you blocked the move in the air (where you have less blockstun), you waited until you landed to retaliate... his 2A is 6F while yours is 7, you'll always lose. Good block (or was that a jump attempt?) on the 6A, and good job punishing it... but why 5B > 4D? You could have gotten a guaranteed knockdown. The 4D was at a good range, so you were safe, but then why did you go for 2A > Purple throw? Did you really think he was going to try to throw you after 2A? If they block at that range, 4D is safe, you should go into a string that can be easily confirmed (2A > 5B > 2C or something). 2:39 - he was above you, you need to use jA. 2:40 - Another bad Itsuu, he used chain and didn't touch you, should have just cancelled. He also had 50 meter, so a CH would have been game. 2:43 - Why airdash jD there? At this height jD is ridiculously unsafe, and you lost your DP, AND he has 50 meter... very bad decision. Four winds after was ok to cover your mistake. 2:45 - He used his last chain, you could have just run up to him. Your positioning with airdash is poor so you miss a lot of combo opportunities. 2:48 - Got lucky with the throw, like I said above, Haz 2A is 6F, 5A is 5F, your throw is 7F, you would get CH everytime if he IB'd. 6D has a LOT of blockstun, so it's easy. Throw > ryuuisou is a waste of meter. 2:54 - Need to get your pressure together, that's the 2nd or 3rd time you went into Chun so quickly. Again, why do you do this? 2:56 - He got knocked down, should've just went in, no reason to use Itsuu here. 2:58 - And this is why I don't like DP Knockdown > 4 winds, he just rolls and jumps out. That j2C could've been game. 3:04 - Again, got a hit, went straight into chun, lost another opportunity. 3:09 - You could've converted the staff CH into a game winning combo. 3:11 - You used 2C while he was in the air? That move is not an AA, you could have lost here. 3:15 - When they are really high above you, you can use Tsubame as an AA. He used his last chain movement to go down, would've been a free knockdown. 3:20 - That was standing hit, you had a variety of options - 1) Use 4AA 1A 4B to bait burst. 2) 5B 6B 2C 6C(1) > Chun > haku chun > 5B 6C(1) 4Kote > aerial 3) 5[D] Haku hatsu > staff2 > tk chun > 6B (should have worked from there at least) Anyway again you got real lucky and his houtenjin whiffed.... which you didn't punish. 3:23 - Pointless jD, that move has hella recovery. From here you telegraph your Ryuuisou but it worked anyway. In the end here's some stuff you can do right away to get instantly better with 0 work - 1) Your staffless confirm should be whatever > 5B or whatever 5B > 6B. 6B is slow but it always connects off 5B, so it's very easy to confirm. If you do multiple 5A's then you should be able to confirm the situation by the time you hit 5B. It's also very easy to transition into pressure from this sort of string. 2) Staff confirm is either w/e 5C or w/e > 2C. Staff pressure is more limited and your options are a little more limited by the time you get to C moves. If you assume 5B will CH, 5B > 6C and buffer airdash (and same with 2B). 3) Get used to just holding Itsuu, you don't have to always do a follow up, the reason why the move is so good is because you don't have to commit to something all the time. 4) DP knockdown > 4 Kote > dash 5D is impossible to roll and beats no tech, it's a nice way to get an easy confirm if they like disrespecting Tsubame knockdown. Overall you just miss out on a ton of opportunities, you don't do bad stuff all the time but you have some bad habits, and the reason better players shut you down are a combination of your bad habits and you being unable to convert opportunities into damage + mixup. Once you knock them down it's pretty much training mode until they die (though you'd have to plan for their counters to Litchi setplay). Combos and setplay are all stuff you can practice by yourself, and only takes a little getting used to, while matchup strategy, converting random staff hits into combo, adapting all takes experience, so if you get your combos and setplay down really well, it'll make up for the bad stuff that you do (and then you can get to fixing that).
  2. shounen > puromete, puromete is close in skill though tbh he just looked really nervous in godsgarden losers finals, also he fucked up vs konan real bad, shoulda went to game 3 ...but he won SOB so it's all good
  3. it's almost always worth it
  4. If you're in NJ/Philly/DE you should go to this event, it's the only bar fight on EC! Especially if you want to play P4U!
  5. there's no perfection for adlib combos
  6. i knew they were gonna put mu/lambda or nu back in the game but... fuck they put mu back in the game :/
  7. damosu and uchiyama are the best liz players the "P4UPlayer" teddie also goes by edo leo akihiko will show up as "P4UPlayer" in videos, but he's the highest PSR akihiko by far, so you'll know it's him. for yukiko, there's also whistler, pretty strong bb player too for narukami, add reinforce aka kasumiLOVE, i believe he's a AH SBO champ hayashi is the number one yosuke best labrys is a player named bobu from tokyo, i believe jourdal has vids of him as well for chie, there are top kansai chies Hae-chan (sbo 2nd place, famous slayer) and takken, also STD from tokyo, banbaban the sf4 player, and dogura the sf4/gg player. not to mention kirisame, the number one japanese chie player that's coming here to take our money, lol also, there's hina teddie, he's also above 800 psr
  8. there are 2 versions of kokushi, one with the punches and one with the staff spinning and moving upwards
  9. 5a > sweep > b droit only works on crouch or counter hit when you're pressuring, you need to remember that you dont HAVE to pressure for X amount of time, your goal is to hit them some how your pressure should vary depending on the char you're playing against. for example vs labrys you can just do AA AA AA AA all day cause if she dp's you can just dp back, and your AA should be fast enough to hit labrys out of pretty much anything, but vs shadow labrys her dp is so fast that doing that is less reliable. so, it's good to know properties on the characters moves, because mitsuru gets huge rewards when she's correct some general things 5AA is your standard for pressure, it's pretty safe on block, easy to confirm 2B is your only jump cancellable normal on block, this means if they block it, you can either keep pressuring on the ground, or jump in the air. when you have 50 meter, you can jump cancel with rising jB > omc > jB into a combo, or sweep > SB droit > combo Sweep is relatively safe on block (-3 or something) but people can hit you if you dont occasionally do a delay A Droit or backstep. depends on character no one can roll vs you and get away safely if you use AA/sweep properly. 5B and 5C can be rolled, but 5C will catch them if you're spaced properly
  10. agh i wish i saw this earlier, i woulda voted for next week oh well
  11. this is mitsuru's hardest matchup imo you whiff once/hesitate/misjudge midscreen > chie gets in for free chie pressure is extremely safe, and because mitsuru has a slow 5a/2a, you have to do something risky to try to get out of pressure mitsuru CA is average at best and can be easily baited thankfully you can do wake up 2b vs 5dd knockdown midscreen but all chie needs to do is delay it and it will still hit on the other hand, mitsuru is still mitsuru and she can control horizontal range really well, being able to convert random hits into damage is super important, since chie will convert random hits into sweep/AoA into the appropriate mixup follow up
  12. it just sounds like what he's got is being overlooked
  13. you guys sleeping on akihiko....
  14. ill play vs lab over slab any day, slab dp pisses me off so much
  15. if they do 2d+2a in pressure with no agi, chicken block
  16. you cant react to orgia mixup and this is a bad match for mitsuru, but far from impossible 5b > boost jB/sweep is tight unless you ib 5B
  17. like i said, you have to time it so that they fall onto the sweep, it's variable depending on what combo youre doing but once you do it a few hundred times it's pretty easy
  18. the timing is a bit hard to describe, but it is possible to do consistently. you want them to fall onto sweep's hitbox. always charging your 2b (if there's a 2b earlier in your combo) and choosing the right B (as in, 4b/5b/6b, charged or not) is very helpful in the case of your AA > 2B > 2D, doing AA > 5B > held 2B > 2D > will make doing held 6B > sweep > C bufula much easier
  19. slab matchup is just dont get confused by whats going on, you need to play the match some a droit, b droit, 5d, jd, charge jB are all good tools to break the persona be patient and dont rush in, and get used to seeing when 8d (whatever the bull up punch is) is coming, it does like 2k by itself also you need to bait DP, slab dp is one of the best dp's and getting hit by it is bad news
  20. chie is probably mitsuru's hardest matchup along with aigis yosuke is pretty annoying just cause he's fast and you cant really mess up whoever was the shadow labrys you played was definitely free, i can beat her but she makes me so mad
  21. slab isnt bad, just got to learn the matchup liz is pretty much free if you know what you're doing and dont mess up aigis and yosuke are legitimately hard
  22. yosuke, aigis, slabrys, chie
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