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Everything posted by Nakkiel
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CS2 has been out for a year. The timespan between CS1 and CS2 was also about a year.
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2C crossunder > run back under > Hatsu > Daisharin fall > 4kote > 5B > Hatsu > xx
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WoZ pretty much covered it. You need to be able to see how your opponent reacts to your plan and change it accordingly. A good example of it verbally said is in LK's recent Vlog video he's netplaying, uses Daisharin and instead of going for a mixup he briefly defends and says "let's see how he handles daisharin". This is the kind of thing you need to be looking out for and telling yourself with your pressure.
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It's hard to elaborate fully since Litchi is, as you acknowledged, incredibly free-form. Litchi can set the staff off of any staff normal barring 6A[m] and 6B[m]. What you need to remember is when you are setting the staff, you are vulnerable. If you consistently set staff in the same place, people who are awake are just going to mash you out, there is no single advantageous way to command set the staff (this doesn't include j.2D[m] and 6D[m]). Staffless, on the other hand, is nearly the complete opposite case. Litchi can call the staff out of any staffless normal barring 6C[m], effectively shortening it's recovery in most cases and leaving you at an advantage. Things like 5B]m[ 5[D] 5B]m[ are airtight. Rather than always just letting go as soon as you call the staff, try holding it down to get some more pressure and release when you need to cover the recovery of an unsafe normal or jump-canceled move. An example of something you can use to make your opponent feel pressured is something like 5[m] 5D (set) dash 5B]m[ 6B]m[ 4kote (this staffless sequence will CH mashing between 5B and 6B and allow you to combo off of 6B after 4kote) 5B]m[ 5[D] 5B]m[ late 2C]m[ After 2C]m[ you can jump-cancel and at the pinnacle of your jump, release D to cover your jump-in. You can continue pressure from there with the staff and reset the exact situation. It looks like a long string and it has it's holes, but they're difficult to get out of and you have easy answers to punish the attempts. A strong knowledge of her latechains and normal chains with very small gaps along with being able to appear unpredictable with your pressure is going to make your opponents very scared to get caught on defense. Never frequently set the staff after the same normals and experiment with staffless kote and [D]. Those are her only offensive "staples". sorry about the wall of text :8/:
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I also have one you're welcome to use.
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It's a finicky issue that has no real tell or surefire fix, sometimes it just happens due to pushback and the placement of the staff, whether you dashed or not, etc. It's not a problem that arises for me frequently, if ever. As for 4D, maybe it was a dash buffered 4D in the corner, but I remember having a problem with 4D in the corner where it would happen everytime. Again though, it's not something that comes up in an actual match for me other than the rare misjudgement of positioning.
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i'm so glad i took pics of that i don't know what i did with it though
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LK covered most of it but personally I found your pressure somewhat weak. Your set staff in the same place frequently (2C/5C[m]) and you don't really make use of kote and 5/2[D] during staffless. Try being more creative and loose, fluid. If you can't constantly keep the opponent on their toes your staff sets are going to get punished and you'll get mashed out of your staffless. Everybody has their preferences but you post stuff like this pretty often, to be frank none of us want to hear it and I don't think anyone agrees with you. Litchi is a corner-based character design and has been that way since CT. If you don't like it and find it so boring, maybe you should find another character. Your posts are disrespectful to those of us who main the character and do well with her or aspire to do so.
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It happens 100% of the time if you do 4D as far into the corner as possible and do Hatsu > Riichi A. It's caused by the staff being at a very specific distance and doesn't happen often, just don't do an empty 4D all the way in the corner. and what LK said
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Yes, you have to dash under. It's definitely worth learning.
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There's no reason to do 2C on the "hard" characters. You actually get less damage doing 2C over dash under 5B 6B Hatsu. Remember, 5B 6B Hatsu keeps them going the way you're facing, 5B Hatsu will have them fall behind you, so you can use it to switch directions.
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uhhhhh
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Spark is likely not going.
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If they don't hit a wall, there's nothing you can do. If they do wallbound, do j.C[m] CH dash 4D (6kote if need be) Hatsu RiichiA IppatsuAB Haku Hatsu RiichiA j.2B Hatsu Haku Chun 5B (j.BCB? can't remember if prorate allows this) 6C 4kote j.B j.BCD j.C 6C(2) Daisharin http://www.dustloop.com/forums/showthread.php?11322-Daisharin
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Counters have always had large hitboxes upon activation. Learn the matchup and it won't happen to you unless you're being predictable. There's nothing unfair about it. LK finished the data but there's a lot and last I heard shtkn is working on putting it up. youmustbenewhere.jpg
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he said you're free
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Ask when the question is on your mind after your match. Don't wait until the meet is over.
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Ah, alright. Count me in.
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Thanks for posting this Elias. I'll be there if BB is in.
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5A j.C]m[ RC j.CB/(2B or 3C or Haku) on Hakumen and Tager, the only characters 5A hits crouching.