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Lord Knight

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Everything posted by Lord Knight

  1. I mean in this case, we have footage of her (Unlimited mode notwithstanding) - so it's pretty easy for me to say, lol.
  2. The only things Nine and Margaret have in common are that they are both tall, female, and have God Hand.
  3. Welcome to competitive games, it happens.
  4. SMP is only removed on normals, but damage is still affected negatively (iirc) Also, SMP still applies to special moves
  5. www.twitter.com/lordknightbb Sorry I can't post the screenshots directly atm, but I posted a bunch here if anyone wants to look. I capped her: 1) Dash 2) God Hand (overhead) 3) Sylph spell 4) Normals 5) Win pose (bonus!) 6) Crimson Raid
  6. I find that somewhat likely too. Plus, it's an outright new BB game - usually there's a bunch of BS in the original version, and then they tone it down. Anyway, I'm playing Nine.
  7. Can't link it atm, but I saw a clip on Twitter of Noel doing 4.1k off raw 5B. Give them some time.
  8. Lord Knight

    [Xrd] Match Finder/GG Thread

    Hi, I made a room with the search id - dum3 Please join my room if you're 2 bar/3f delay and play Elphelt
  9. Do you know if anyone checked whether or not 6K > 5K [2S or fS] > S disc worked on crouching Jam?
  10. Lord Knight

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    1.1 - S.Mitsuru is easier since she does more damage, but Mitsuru is fundamentally better. I feel like S.Mitsuru is a crutch tbh, but she can also function as a viable counterpick. 2.0 - S.Mitsuru doesn't have meter cooldown and has access to Awakening supers at all times, making her the better pick.
  11. Lord Knight

    [P4AU] News & Gameplay Discussion

    it's not a wrong statement either learn to deal with bs or pick the bs
  12. Lord Knight

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    http://www.dustloop.com/forums/index.php?/topic/7981-p4au-mitsuru-kirijo-gameplay-discussion/page-9#entry850146 required reading
  13. Lord Knight

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    focus on the way the opponent defends you said patient opponents who are good at teching throws mess up your game plan. are they actually good at teching throws? how are you setting up throws? observing the opponent's selection of options vs your offense is the key to winning with mitsuru. you have to judge your opponent's skill level quickly, as different offensive options wont work on all types of opponents 4 is good against other beginners since the reward is high and they dont know how to tech throws properly, and when guarded, youre plus. jC is good, but it only hits a few characters crouching (and never hits teddie when he whiffs a throw). dash > backstep is extremely good and will beat throws, and give you the opportunity to watch them jump and follow their roll
  14. Lord Knight

    [P4AU] Mitsuru Kirijo Gameplay Discussion

    Yosuke - he's too fast, gets knockdown more often than you, and has 5F 5A so when you do autocombo he can mash and beat your 5A/trade. Narukami - Similar playstyle to Mitsuru with a better neutral game, and doesn't worry about whiffing as much as Mitsuru. Same 5A problem (but his has less range). Aigis - top class damage, mixup is extremely powerful, Mitsuru 2B got nerfed so she's hard to anti-air, and tri-jump going over all your ground attacks make it a rough matchup... but it's probably even anyways. Minazuki - even though the match is even, his reward for hits is much higher than yours on average. You can't mess up against him. S.Lab might be worse too, I don't know how to feel about the DLC characters yet. EDIT: Aren't a couple of those 5A combos CH/FC?
  15. Come join me weekly for whatever I'm in the mood in - training mode, strategy, or online lobbies!
  16. New series = new thread. Have fun. You guys know I'm not much into speculating, but I'm sure this'll interest you - Cha0t0's current BBCP Litchi combo recommendations (source =Cha0t0's twitter). I've only lightly browsed through it. URICHINAN EDIT: I would like for this thread to be about gameplay discussion, occasionally going off-topic is okay, as it's nearly impossible to not do so all the time. However, this is not a general discussion, so please keep it toned down. If you would like to talk about general things, then you can join our Litchi Faye Ling Group located here. Remember to always follow Dustloop's forum rules when posting as well. Thanks guys!
  17. Lord Knight

    [P4A] Mitsuru Kirijo Combo Thread (Updated 9/20/2012)

    sp is not that important for mitsuru
  18. Lord Knight

    [CSE] Litchi Faye Ling - Combo Thread

    Litchi changed a lot between CS2 and EX. Keep the flag flying, folks. ----------------- BASIC STATISTICS Health - 11000 Primers - 5 Character combo rate - 75% Major Changes from CS2 -Removal of staffless jB > jC > jB gatling. In EX, you can only do either normal once into each other - ie, jC > jB or jB > jC. -Follow up ground Chun now causes blowback, making it impossible to follow up with dash 5B after a midscreen Haku > Chun. -ALL rekkas now have same move prorate. However, each version of the rekka is treated as an individual move - as in, 236B, j236B, hitting B while on the staff, and doing 236A > 236B in one combo won't invoke the same move prorate. -Chun proration was increased to 94%. -Daisharin falling hit proration was nerfed to 10%. -Staffless 6A now causes an untechable knockdown that can be followed up with a combo. -The hitstun on the staff launch has been increased significantly. -A small amount of recovery was added on the staff launch. -4D now wallbounds -2B[m] > 3C[m] gatling was added. -2C[m] > 4D[m] gatling was added. -The second hit of 6D has a bonus proration of 120%. -Ippatsu lost its bonus proration. -The rising hits of Tsubame Gaeshi has lower proration. EX Litchi Overview Comboing with Litchi has changed a lot over the course of Continuum Shift. If anything, she combines the need to confirm well off random hits (like in CS1) along with the need to confirm very specific hits in order to carry to the corner (CS2). With the staff, her corner carry off most hits is limited, and her damage was lowered, so hitconfirming is very important.
  19. Lord Knight

    [CSE] Litchi Faye Ling - Combo Thread

    midscreen: 5b[m] > 5c(2) > 3c > 623d 5b[m] > 2c > 4d 5b[m] > 5c(2) > 3c > 2d corner xx > 2c[m] > 6d > 236b > 624a > a > b > {d} > 236c > 6d > 5b > 6c(1) > 421d > jb > dj jBCD > falling small delay jC > slide 6a > kokushi musou
  20. Lord Knight

    [CP] Litchi Faye Ling - Gameplay Discussion (Read first post!)

    i dont think it adds more than 1000, raw is like 2k?
  21. Lord Knight

    [P4A] Mitsuru Kirijo Beginner Q&A Thread

    yes, you need to do held 4b > b droit
  22. Lord Knight

    [CP] Litchi Faye Ling - Gameplay Discussion (Read first post!)

    http://www.dustloop.com/wiki/index.php?title=Frame_Data_(Litchi_BBCSE)#Revolver_Action_Table gatlings
  23. Lord Knight

    [P4A] Mitsuru Kirijo Beginner Q&A Thread

    first off, bufula is amazing ok, and should not be overlooked. sweep > c bufula usually happens because the mitsuru dropped a combo. throw > sb bufula is only legit on throw CH b droit > d bufula ender in the corner is extremely powerful. the opponent can't late tech or roll and is forced to take an unseeable high/low. 5c is quite a good pressure tool, and it's use varies depending on when you use it in your strings. you cant get a safe droit off 5c.
  24. Lord Knight

    [CP] Litchi Faye Ling - Gameplay Discussion (Read first post!)

    looks about as good as can be without being able to test anything the jp litchi cp wiki is apparently "down until further notice" :/
  25. Lord Knight

    [CSE] Litchi Faye Ling - Combo Thread

    not worth to do unless you get 6d, 6b or 3c starter
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