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Posted

I think you can also just do 236BBBBB for the jCx3 drive loops, so if you are having trouble with the timing for those, it can be a good knockdown for you in CT (as well as get you used to the BBBBB styles of CS)

Also, I would implore you to take this waiting time for CS as a boot camp of sorts- try to get all the technical stuff out of the way early so when CS comes out, you can work on the finer aspects of fighting (spacing, poking, mixup, etc) If you can get those Taunt combos down before CS, you will be ahead of the game. :3

You bet I will, nothing but taunt combos and D->B(hit) cancels for me for the next months XD

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Posted

I think you can also just do 236BBBBB for the jCx3 drive loops, so if you are having trouble with the timing for those, it can be a good knockdown for you in CT (as well as get you used to the BBBBB styles of CS)

Also, I would implore you to take this waiting time for CS as a boot camp of sorts- try to get all the technical stuff out of the way early so when CS comes out, you can work on the finer aspects of fighting (spacing, poking, mixup, etc) If you can get those Taunt combos down before CS, you will be ahead of the game. :3

I'd honestly give priority to the rest rather than just practicing combos. You may know how to perform the most advanced combos she has but if you can't get to hitconfirm them safely it's all wasted time. Work on hitconfirm, blockstrings and movement control first. Learn a few BnB in the process, advanced combos may come later once you're confident enough with your hitconfirm rate.

Posted

I'd honestly give priority to the rest rather than just practicing combos. You may know how to perform the most advanced combos she has but if you can't get to hitconfirm them safely it's all wasted time. Work on hitconfirm, blockstrings and movement control first. Learn a few BnB in the process, advanced combos may come later once you're confident enough with your hitconfirm rate.

Yup, I'll mainly focus on getting the d->b(hit) every time, that alone will take a while. Once I get that I'll move to the other basic stuff.

Either way I already cracked the JA->JC->JC->JC, it whiffs 'cos of the lag, so there's not much that can be done other than to pay attention to the height of the oponent when I'm juggling him.

Do you know any good guide for blockstrings and hitconfirming (or should I just check the guide Taoftw posted?).

Tks again people :)

Posted

All you need to know can be found here in this subforum. TaoFTW's guide and the old threads (even the locked ones) provide enough infos for you to start practicing on the right things.

Posted

I'd honestly give priority to the rest rather than just practicing combos. You may know how to perform the most advanced combos she has but if you can't get to hitconfirm them safely it's all wasted time. Work on hitconfirm, blockstrings and movement control first. Learn a few BnB in the process, advanced combos may come later once you're confident enough with your hitconfirm rate.

Yeah Silfer, listen to Ronove, because I'm the very product of that.

I've learned taunt combo's pretty consistently, but the fact that my mixups and poor defense game fails, really narrow's down my options. Basically I only win because they made a mistake and I got my beefy combo in, or they just flat-out sucked. If my pressure game was better, I would be a much better tao.

Dont get me wrong, my pressure and mixup isn't garbage, but If I just started practicing her movements, mixups, and pressure from the beginning, I wouldn't be spamming random 3c's out of confirmed hits, and failing my spacing on 5c.

Basically, dont be like me XD..

Do you know any good guide for blockstrings and hitconfirming (or should I just check the guide Taoftw posted?).

Tks again people :)

Mixup's and pressure should be as random as possible in order for them to not see whats coming, low's or overheads presumably. But there are a couple of mixup "sets" that I use in my back pocket for convenience, that are effective. They're pretty simple, just DONT ABUSE THEM. Once your opponent learns them, they're useless. That's why good mixups come with practice. Remember, this is if your opponent is blocking-

5a -> 2a -> 5b -> 2b -> 5c -> 2c -> 236aa~

5b -> 6a(1hit) -> 236a -> 2d~b -> j.c

5c -> 6c -> 236aa -> 5c -> 6c -> 236aaaa~

236aa -> 5d~C -> 2d~b -> 5b

Remember, these are just examples, as the main page of this thread says, BE CREATIVE. These are just a couple of options. :kitty:

Edit: Some example's

Basic crossup's to combo's: http://www.youtube.com/watch?v=iUPflPcXTuE

Advanced poking and zoning: http://www.youtube.com/watch?v=kfpXtFJgVhM Note: Notice how Taosis uses his 214d's, Its a good tool, dont forget.

Edit: One more~

http://www.youtube.com/watch?v=O6pJ9CCVN8c2:12, great blockstring.

:yaaay:

Posted

One tip I can give is to sometime end your blockstrings with a jump-cancelable move, especially if they've used IB on the previous normals of your string since you might want to get out before they punish you. Of course, this is only safe on characters that don't have a good anti-air/reversal (this can't be done vs Jin, in fact, and in general vs DP characters). Tao sometimes has to take some risks when playing pressure mixups in order to be as less predictable as possible, and most of the times you'll be adjusting your pressure strings based on the opponent's habits/defense.

Posted

Question: Is there any worthwhile use of 22C? Honestly, could there BE a worse move in the game? Let's see, it's air-unblockable; wooo, you get a grand total of 2 hits on an airborne foe, for a whopping 100+ damage, yippee!! Yeah, awesome, but they can just jump over, or knock you out of it for a free combo. This move has screwed me over so many times, because if there's even a LITTLE bit of lag, the game likes to register this over the Pounce Distortion, especially after her Back/Air Throw, or worse, her 6C. *Sigh* Sorry for the rant, but this move is on par with Chun's df+LK in SF4, e.g. useless and great for screwing up directional inputs.

Posted

It can actually beat out Arakune's dive while you're on the ground if you time it right, and it can gatling into 2D for big damage.... But I've never done it in a real match. So yeah, useless.

Posted

Question: Is there any worthwhile use of 22C? Honestly, could there BE a worse move in the game? Let's see, it's air-unblockable; wooo, you get a grand total of 2 hits on an airborne foe, for a whopping 100+ damage, yippee!! Yeah, awesome, but they can just jump over, or knock you out of it for a free combo. This move has screwed me over so many times, because if there's even a LITTLE bit of lag, the game likes to register this over the Pounce Distortion, especially after her Back/Air Throw, or worse, her 6C. *Sigh* Sorry for the rant, but this move is on par with Chun's df+LK in SF4, e.g. useless and great for screwing up directional inputs.

I use it from time to time, as a wake up game. I capitalize on the uselesness of the move to ditch some extra damage. Due to the utter crapness of the move, most people just wont think to see it pop up and will expect something else on wakeup. So I use it to either get some damage (it might not seem so, but It can pile up some decent damage from a corner...for what it is..) or if the oponent techs up, the move will actually hit and lift him (due to the air-unblockable thingy) and you can get a free 2D/5D6 loop out of it.

This is probably a newb thing to do, but I havent found a better wake up move yet. So if u're average like me, this might be usefull. Though I have yet to see it in a pro match (plus its hella unsafe).

Although I cant count the number of times I've won against a higher ranked player (by the skin of my teeth of course) just by rushing next to him and doing 22a to chip the last bit of HP they had :P

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Posted (edited)

I'm sorry for bumping this post. I'm new to this game and forums, because theres no CS in the arcade still where i live, so I'm starting with CT just to practice, and apparently I chose tao. I read the guildeline by TaoFTW, which is very useful, but at the drive loop part

While your opponent is in mid air, you can press 2d to drive diagonally forward. Here's the trick:

- Hold 9 (diagonally forward up)

You do not need to constantly press 6 to Forward Cancel your drives. By holding 9, you're buffering your input while putting in another normal. After you hit your opponent with the 2d, you should notice that Tao bounces - with your opponent - in the air. If you failed to do the input correctly, then she'll bounce in the opposite direction. In any case, follow up with a j.c. After landing the claw hit press 9d (you should still be holding 9 throughout the entire loop). Repeat 3 times.

Some of you may have noticed that combo list says 8d~6, but you can cancel your drives by, simply, inputting any forward direction (9, 6, or 3).

Step 3: End All Drive Loops with Cat Spirit Two

After the third drive, don't input a j.c. Instead, finish off with Cat Spirit Two (236bbbb). So your complete drive loop should look like this,

4b+c -> 236cc -> 2d~9 -> j.c -> 9d -> j.c -> 9d -> 236bbbb

im practicing this drive loop as the first drive loop for me, but at the 2nd 9d -> j.c , 9d hits, but j.c almost never hit, either the opponent flys too high and it misses, or tao flys way too ahead of the opponent, is there a timing problem? or should i not hold 9 during the entire 9d jc loop?

Any input would help, i've been trying for a few nights already and still have no clue how to hit the 2nd jc 100% of the time, im only getting maybe 1% success if at all.

edit: this should work on all chars right? O_o

Edited by mapleshilc
Posted

Welcome :)

I had a bit of a problem with drive loops myself (still do actually >___>) You may be hitting 9d too late and as such, the j.c is hitting to late. Continue to hold 9 throughout the loop (until you get to the 236bbbbb bit, obviously) but after hitting 9d, try noticing a visual cue. For me, I try to base when I should hit j.c on how much she has rotated after landing landing.

http://www.youtube.com/watch?v=ToRZmskvfro ~ Look at the first combo of this vid and towards the end, he does the drive loop [ (j.c -> 9d~9)x2 ]. Compare his Tao's moves (and probably his hand timing) to your own, ignoring the 2d~6 that's before his Cat Spirit 2. For me, I was pressing buttons much too quickly.

And one last bit of advice that seems to be helping me: I tend to mess up 2 inputs and move to 1, thus making Tao land immediately and speed towards the direction of her opponent. To remedy this, I actually hold 3, as it 3d~9.

Hope some of this gabble helps ><

Posted (edited)

Thanks a lot, I got it =D ... the other problem i had was spamming keys =_= once i timed them they worked like a charm. Is there another combo anyone would recommended practicing at my noobish level?

I am currently trying:

2A > B > 3C > D6 > (JC > D6) x2 > D, A > 8D > 8D6 > J236B (2) > J236B (4)

but just cant seem to get D,A right, is this too high level for me right now O_o? since i just learned drive loop, kinda...

edit: the D,A here does mean after the 3rd D6, do another D after D hit theres an instant A cancel?

Edited by mapleshilc
Posted

you should probably learn the combos off of 6C, if you haven't already. the universal one is 6C 236CC 2D~9 j.C 9D~9 j.C 9D~9 236BB 236BBBB.

remember that after 236CC, you can just hold 9 for the entire thing and it'll work fine. you probably won't get the 236BB 236BBBB right away, so if you want you can settle for 236BBBBBB instead.

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