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Nakkiel

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Everything posted by Nakkiel

  1. Litchi's 5A is +3 on block, there's nothing wrong with using it during pressure against Hakumen/Tager, it's a huge benefit to the matchup. Not to mention one of those "2-option mixups" is a real 50/50 and can't be blocked on pure reaction.
  2. i'll be coming to this, most likely~
  3. Lots of exposure and experience with said mixup is the #1 thing you need. Spark also has fast reaction speeds but being seasoned against the character helps. Play more!
  4. I'm missing how it even matters why he plays the game or who he plays.
  5. Spark wins BB grand finals against LK.
  6. Nobody should be having trouble punishing Tsubame for high damage.
  7. Somewhat? Daisharin is probably uncontested as the best oki in the game and it's clearly deliberately implemented as an oki tool. Giving Makoto the orb is almost clearly designed for oki. What were they thinking? Probably trying to give a way for their close-range boxer-type character to stay in once she gets in, since that is her weak point. Balance slip ups happen however and Makoto having that kind of oki is hardly where her imbalance comes from.
  8. Actually it was not possible to reaction-counter All Green in CS1 since the startup was 6+0 (6 frames before superflash, 0 after) However in CS2 it is once again possible to reaction DP or counter the superflash, the startup is now 6+2.
  9. Oh? That's a change I haven't tested then, it was an overhead in CS1. My apologies.
  10. The first hit of j.2D is actually an overhead also.
  11. In my opinion, there is no one essential blockstring for Litchi. The beauty about her offense is that it's so free-form thanks to staff set/call canceling. Using it effectively requires that you know all of her gatlings by heart (read up on the frame data revolver table), using proper late-chaining to discourage mashing and jumping out and varied usage of set/call canceling. I feel if you aren't proficient at all of that, then your offensive pressure will be weak and you won't be effective. For example, if your opponent isn't afraid to press buttons during your pressure, it's going to be hard to set the staff mid blockstring without being punished. My best advice for her pressure is to really study the frame data and watch lots of videos. Go to training mode and figure out what you can late-chain.
  12. Throw Reject Miss, when you attempt to break a throw and for the following ~30(?) frames any throw will be unbreakable.
  13. And then get purple grabbed or air TRM'd. Don't use B+C to tech.
  14. Your questions were already answered in the previous thread.
  15. Those are my favorite PS3 sticks, actually. They work great.
  16. i'd really like to be nice and all but wow
  17. i'm pretty sure no one thinks dacid is america's hero or anything like that anymore, lol and satoshi isn't just an 'average japan player'
  18. Air instant blocking actually was taken out in CS1, it was a CT-specific defensive feature. It made sense due to the fact that if you bursted at all during the round, you lost your barrier. If air IB didn't defend from AUB attacks, jumping would have been certain death. With the revamping of the defensive system in CS1, air IB defending against AUB attacks while shaving off 10 frames of blockstun would just be too much. The barrier gauge no longer affects your burst, it's a fair trade and good decision. I'm not LK, but personally I think neither is more "useful" than the other. Wake-up gold burst is much more viable though for characters without a normal reversal or if you don't want to take the risk of having your dp blocked/baited. However it still costs you your get-out-of-jail card that you may need to escape a game-winning combo or to keep yourself from losing a large amount of life and being put in a bad position. Green is not as "good" as Gold burst since it'd be rather unfair to get out of a combo for free and get one yourself. It's the consequence for using it to escape damage. I wouldn't say Hazama isn't doing well, or that Chariot crew is over-rated. The qualifiers have been very rough, lots of top players showing up and competing at the same qualifier. They wind up knocking each other out. Don't use B+C to tech. In CS2 I think it's a lot safer and smarter to use A+B (together, don't mash) along with your desired tech direction to increase your chances of defending against air unblockable resets.
  19. Release D when Hatsu connects, or within a few frames after.
  20. Valkenhayn is going to be able to just wolf dash on reaction, looool.
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