Your web-browser is very outdated, and as such, this website may not display properly. Please consider upgrading to a modern, faster and more secure browser. Click here to do so.
I figured I talked about Litchi enough, so let’s talk about Hazama for a bit. I’m going to talk about movement today.
Hazama tends to be grouped with the zoning characters. This isn’t wrong, but reducing him to simply zoning would be not taking advantage of all his strengths. Most players are still stuck in that area - a great way to get your Hazama to level up is by getting to understand his mobility better.
By now, people know how to deal with D > D to fly in. What can you do? Essentially you can take advantage of the cancel points of his chains to confuse your opponent. It’s a bit weird to get used to at the start.
For starters, if you aren’t used to looking at the opponent’s character already, you should start now. That’ll make your life a lot easier.
The basic one you want to practice is 5D~D > J6D (from fullscreen). 5D~D will make you fly up in the air, j6D will stop your momentum. You can choose to make it stick (as in, make them block it) or to stop just in front of them and fly in. The latter is MUCH more effective because good players will try to IB the chain, making approaches unsafe.
If you get good at that, you can approach pretty safely!
D~B is pretty unique. As long as you can keep catching them blocking, you can pretty much stay in the air forever. It’s good for keeping you in the air and for positioning. You can hit D again right after he finishes his parabolic motion.
D~C is cool as well, but I don’t like it as much. It’s main use is to cover a really small area - smaller than his airdash or D~D. It’s pretty useful against Hakumen, since you can move in small amounts to stop him from cutting your chains.
Next time I’ll cover some pressure!
This post is about Litchi’s Daisharin crossup setup. You can cross people up in the corner with this setup!
Posting this here first, haha.
This is a post about Litchi’s super, Daisharin. This super is ultra versatile. It’s prime function is for oki/ukemi. It’s pretty much assumed that these setups beat any tech attempt outside of neutral tech.
Basic Daisharin setup. Covers the basic. The basic idea of this setup is to input Hatsu as 236A+B. If you do that and they roll, Litchi will barrier, giving you time to dash out of the corner and confirm into knockdown > daisharin again.
…Unfortunately there are a variety of answers to this setup, but it’s useful against against weaker players. It still is good against Jin and Hakumen. Hakumen you should just use it in principle, because the 8 (super moving upwards) will make Yukikaze/counters whiff. Against Jin, dp’s and Yukikaze will whiff. Against them, do something like jumping away + barrier or airdash back or something, not jump Hatsu.
Basic basic Daisharin setup. This one assumes that they won’t try to roll. Gives the most mixup attempt, but is the hardest to confirm out of.
Sometimes when coming from midscreen to the corner, you won’t get 6C > Daisharin all the way in the corner. So, I like ending with 6C(2) > 6D > Daisharin, and using this setup. Let 3399 hit. At the 4th hit, do super jump > airthrow.
1. If the don’t break it, jump over them, let last hit of Daisharin hit, do jC > Shishin.
2. If they do break it and don’t block, airdash > hatsu > last hit of Daisharin > combo
3. If they break it and block it, airdash jC>jB>jAAA > land 5a > 2c if they aren’t barrier blocking.
4. If they are barrier blocking, do high/low.
Same as the first setup, but the 9 input is really important. This one is used to beat reversals. Input this setup and airdash back jC. The 9 prevents them from jumping out as well. If they are passive and just sit there, you can do hatsu mixup, airdash mixup, whatever.
Used for Tager. He’s big, so he can’t get away from this. Jump away and barrier. Do jC if he does Sledge. 720’s’ will whiff.
Situational Daisharin setup, but very useful at what it does. There are two ways to go into this:
1. Full combo > dash 3c > 2d > sj8 jC > falling jC > Daisharin
2. Full combo > dash 3c > 2d > j9C > j8 falling jC > Daisharin
What this setup does is stop people from sliding out from under Daisharin. Litchi is about 2-3 character lengths outside of the corner, so Daisharin is moving into the corner. This setup is really good against Carl (roll), Makoto (3C), and Noel (counter assault).
Carl: wait a second, then do mixup. If he did the roll, then do 5B > 6B > 5C > 2C > 3C > Haku > last hit of Daisharin > run under 5B > jBC > j[d] > blah blah blah
Makoto: Haku. If she did 3C, she’s in trouble.
Noel: Wait a sec. From there, position yourself at max range and do high/low.
S - Makoto Taokaka Noel Jin Hazama
A+ - Carl Arakune Rachel Litchi Platinum Lambda
A - Valkenhayn Mu Tsubaki Ragna Hakumen Bang
B+ - Tager
Makoto without a doubt is the best character this time. High damage, strong oki and pressure, great at adding damage, and simple. Parry is scary and she has good mobility. She can corner carry of a big amount of hits.
Taokaka is pretty much the same as last time with an approx. 800 (average) damage nerf. Most characters damage went down, so she’s still tops. Counter assault was nerfed but it’s still one of the better ones.
Noel normals and pressure was buffed, I think that was all she needed to be good. She can still be random and do big damage from it. Her corner carry is a bit better than CS1. Optic barrel makes 6A anti air a real threat (6a CH > 2B whiff > optic barrel > blah).
Jin is just solid. Meter gain is high and he only needs 25 meter to do ex moves. Damage is high in the corner and does 3K-3.5K + corner off good confirms. C DP loop is good damage + meter and mixup.
Hazama is even scarier with meter. He can do 100 meter combos off 50 meter and they all do high damage. His damage without meter, on average is low, but if he gets a good hit, he gets 50 meter. If his meter gain was lower though, he definitely would not be S… once he gets 50 meter he’s really strong.
Carl is still ridiculous but needs the clean hit to close the round. His current loop is pretty much unavoidable (with a couple of exceptions). Despite his strength (just like last time), he’s still not the best. If Nirvana used less meter though, he’d probably be S.
Arakune got a great buff in 5a > 2a > 5a but damage is lower and curse is faster (ie ends faster). Clouds being shorter duration is nice too. He’s still touch of death, but it’s not over if you have a lot of health. If he gets you in the corner, curse > combo > unblockable > over.
Rachel - a little wind boost, jA overhead, higher damage = strong character. She didn’t need much.
Litchi - Staffless pressure heavily buffed. The big thing is that her average damage isn’t 4-4.5K anymore and she doesn’t corner carry off every staff hit like in CS1. It’s possible to do it off most hits as of now. Corner damage can exceed CS1 off certain hits… JC nerf hurts though. Daisharin is still the best oki.
Platinum - Strong, versatile character. Big damage in the corner and a lot of tools for a lot of tricks. To be honest, I don’t know if she has any particularly bad matchups at all.
Lambda - The defining mid tier of CS1, much stronger in CS2. Buzzsaw oki is really strong. Meter gain is high, and gravity pit is actually usable as a tool in neutral. Mobility is high - she’s tough to catch. I might play her as an alt.
Valkenhayn - one of the most disputed characters in CS2 (as far as strength). Damage is nerfed all around, as is CA. Mixup is still excellent and mobility is top notch. With his weaker CA and pressure being stronger in this game, I think he struggles against the top characters - even if his rushdown is so good. To be honset, I think he could’ve been the best in CS1 if he didn’t have a couple of bad matches.
Mu - Changed from CS1, but about the same strength I’d say. Much stronger in the corner thanks to 2A > 2A+C option select. Like Litchi, Carl, Valk and Platinum, I think her position can change easily.
Tsubaki - Buffed from CS1. Strong pressure and good corner carry. I think she’s just average though… most of her former bad matchups are mitigated by her higher average damage and faster charge. She runs up bursts easily since people will gold burst her 22[D].
Ragna - The other average character. He’s got good changes. Dead spike looks funny. Overall the same character with lower damage.
Hakumen - not really weak enough to be B, I think. His damage is still high. JD nerf was the biggest blow to him.
Bang - Pressure is strong but I don’t feel like he gets much off it. I still think he’s good, but he was one of the few CS1 characters that were just way too easy. He can definitely win if you learn his more technical stuff.
Tager - Forever bottom until they give him Potemkin stuff.
Page 2 of 2← Newer