SeriousFace Posted September 4, 2009 Posted September 4, 2009 http://www.nicovideo.jp/watch/sm8092466 25:15 and they do it again at the very end of that round. I think they cancel C into it both times.
SeriousFace Posted September 5, 2009 Posted September 5, 2009 Okay answering my own question. You can give 214D the property that super jumps have where you turn around when you pass your opponent by imputing 2147D. It's easier to cancel into it but with fast hands you can just do it outright. Think of it kinda like a superjump install.
Ronove Posted September 5, 2009 Posted September 5, 2009 well, it's a TK 214D, I thought people were already aware of it. ^^;
AsterLudkweiz Posted September 5, 2009 Posted September 5, 2009 http://www.nicovideo.jp/watch/sm8092466 25:15 and they do it again at the very end of that round. I think they cancel C into it both times. What the hell is up with the damage on that video?
Just_here2 Posted September 5, 2009 Posted September 5, 2009 The VAMOS series has lifebars at half of their max so I heard.
YellowGuy Posted September 7, 2009 Posted September 7, 2009 Not sure if this is known but I found out that Tao's (not sure if it applies to other characters) barrier burst can be canceled into a counter assault while being attacked. I was wondering if this would be useful in a situation?
Ronove Posted September 7, 2009 Posted September 7, 2009 What kind of burst? Any kind? Anyway, if you do a golden burst that should be enough, her counter assault should be something you use when you don't want to burst (or if you already have used the burst).
YellowGuy Posted September 7, 2009 Posted September 7, 2009 It's only the defensive ground burst that can be canceled in a counter assault. Sometimes my bursts get baited when i can't use the golden burst so I was thinking maybe canceling into a counter assault to escape safely. Would doing the burst cancel in a situation where the golden burst is not available and there's a high chance they are baiting for the burst be the best choice?
Hsien_Jo Posted October 14, 2009 Posted October 14, 2009 I was fighting versus my friends rachel the other day, and I did Cat Spirit 3 and he did her guard point 2C electric chair thingy, and my claw hit it, but I didn't get electricuted. It looks like 236C is like a weapon type move, I tried it on various moves and as long as your body isnt touched when your claws clash with something, you don't get hit, her claws will just clash with whatever it touches. If your at at a nice distance when rachel does her 2C, if your claws just hit, it will clash with her move and you can counter throw her, or counter hit into combo. I haven't check its other uses yet but try it out.
RinHara5aki Posted November 14, 2009 Posted November 14, 2009 This is a casual question for TaoFTW mainly. My aerial mixup and movement has dramatically improved over the months, but I still have one flaw, my aerial defense. I notice when you play john, that when you try to get a good angle for a CH j.c by single/double/triple super jumping up high to mixup their defense, how do you know when they are gonna throw a curveball attack at you and defend it accordingly? for eg., You're clearly high enough to not see the Nu down below. As a average Nu player would attempt a 2d to try to catch you, how do you know WHEN to throw up that guard when you can't see the enemy? Ive seen you do that alot, and even do aerial IB's without seeing the attack. It still blow's me away and I wonder what the defense game is that works with that, thats all. Btw, I'm starting to rely just on Tao now, and not Nu for wins. I think its a good sign
TaoFTW Posted November 15, 2009 Author Posted November 15, 2009 It's just experience. Reading the 2d is nothing more than a second layer of yomi. For example, if I super jump in the air, then any Nu player has to guess when I jump. When they do, then they might catch me with the 2d. But what if I know that Nu is going to counter my jumps? I can super jump, block, and then fall back to the ground. I don't get any reward for blocking, but I don't lose anything either. I can jump and do a j.4d~b before the 2d comes out. If I do, then I won't gain any damage, but I can close the gaps to start my pressure mixups. Now Nu's counter to that is doing a 5d for a 3k damage combo. Tao's response to 5d is simple - do another jump.
XDest Posted November 16, 2009 Posted November 16, 2009 Although if somebody throws out a 2D without you even being in the air, you can always run in for a free 6C (if you're close enough, 6C has quite a bit of range on it anyways). Some Nu players like to do that if they guess you'll jump, a lot of them don't exclusively use it on a reaction to you being in the air. Once they're scared of doing that, they'll be forced to either be scared of doing it, or force themselves to only do it on reaction. Thus, it frees up a lot more of the air for you either way. Or, what if you do a j.4D~B in anticipation of a 2D, and the 2D misses? Since you're early and they whiffed, that means you're getting a free hit, a little bit more of a reward than simply getting close. And of course, you can always simply just super jump and block if you're not confident coming in either on the ground or air as TaoFTW described. That's just the way I've seen the 2D situation with Nu. As always, if I'm wrong, feel free to correct me.
OMG its a duck Posted November 18, 2009 Posted November 18, 2009 Two part question: I can sometimes get the 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236aa -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.bbbb combo in training mode, but most of the time they'll be too high for either the first or second j.C to connect, so what do I do to get it to work? Delay the taunts so they fall farther and change the timing on the j.2d~bs were what I was thinking, but I'm not sure, so that's why I'm asking people smarter than me Also, it seems like just jumping back with barrier beats all of my pressure, is there anything I can do to keep pressure or punish them if they do that? Maybe air throwing? But then they could just tech if I get predictable, and if I don't keep trying to air throw them then they get to jump out again Maybe there's a specific set-up to punish the jump start up frames?
Ronove Posted November 18, 2009 Posted November 18, 2009 @OMG It's a duck 1) If you notice that during your drive loop string your second j.c is going to whiff then alter that part like this: 2d~6 -> j.c -> 8d~6 -> 236bb -> j.c -> 8d~6 -> 236bbbb It's a general rule that works not only for that combo but for all of her combos everytime you don't get the exact timing during her OTG string which results in her whiffing the drive loop juggles. You can tell when you're going to whiff the second j.c because the first one will already hit the opponent far too low on their hitbox (unless it's Tager). 2) Kara-throw them before they get to jump away, or IAD -> airgrab. If they do it again and they're expecting you to go for that option then j.a or j.C (outside of their throw range) to punish their counter-throw. Depending on the positioning and on the character you're up against you can use them to hitconfirm her air-combos which deal some sweet damage. Thankfully the barrier back jump won't be possible in Continuum Shift.
OMG its a duck Posted November 19, 2009 Posted November 19, 2009 My combo goes 2D~6 j.C j.8D~6 j.236BB j.C (Training dummy techs here) j.8D~6. What me do? And thank you for explaining throw/attack mix-ups to me. I r slow.
Beatrice Posted November 19, 2009 Posted November 19, 2009 I THINK I understand the idea behind kara-throwing. But it seems to allude me pretty steadilly. Could anyone give me a breakdown of how it work and/or what methodology you generally use to do it with Tao?
OMG its a duck Posted November 20, 2009 Posted November 20, 2009 It's done by pressing C, then as soon as you can B, but not at the same time, just as fast as you can while not pressing them at the same time. The reason it works is because the game doesn't expect you to press the two grab buttons at the exact same frame every time, so it gives you a few frames of slack.(Someone smarter than me can say exactly how many frames) So it'll play the first little bit of whatever move you're pressing first, and then cancel it with the grab. It extends your grab range by a little bit by running the first few frames of the 5C which moves Tao forward a little bit, and then canceling it so you grab a little in front of where you would normally. I personally don't use it since Tao's grab range is already really good, and at least for me she usually doesn't end up in the range needed for the kara-throw to be worthwhile. And the notation would look something like C~B. EDIT: If you're asking about physically doing it, do you use a pad or stick?
Ronove Posted November 20, 2009 Posted November 20, 2009 You should use her kara-throw as often as possible, it's a GREAT mixup tool and once you let the opponent know that you're able to pull it off you can even play mind games on him (since you'll be out of the opponent's grab range in most cases except against Tager or an other Tao) and get him to attempt counter-throws and stuff them for sweet CH combo damage. EDIT: If you're asking about physically doing it, do you use a pad or stick? I never tried with a pad so I can't tell you if it works just as well, but on a stick it's actually pretty easy to pull of once you get the timing. You almost press them together except that C actually gets pressed a fraction earlier than B. Anyway, regarding her kara-throw, boss TaoFTW already gave a brief explanation here: http://www.dustloop.com/forums/showthread.php?t=7581 As for specific strategies and setups involving it, I guess we could have some short guide on it but it shouldn't be too hard to figure out how to make best use of it. As I said the best thing about kara-throw it's not just the range but the fact that you're going to make your opponent afraid of it and play mindgames on him by either mixing it up or not mixing it up and baiting a counter from him. However be aware that good players will know what Tao's real throw range is so they will expect it if you get too predictable with it. So while it is not abusable it can still be used as part of her mixup game and it's an other valuable option at your disposal.
Beatrice Posted November 20, 2009 Posted November 20, 2009 Awesome! Just what I was looking for. I was sure I'd read a bit more info about it before, but couldn't remember where... Also, I use a stick. I'm pretty sure I get the idea and I'll have to give it some practice when I get the chance! Thank you.
acojan Posted March 14, 2010 Posted March 14, 2010 after days of trying to learn tao... i think i might have to give her up.... i really love tao and her character design and pretty much everything - i just can't do her combos for s*it. My palms are sweating like hell and i still can't consistently do a decent drive cancelled combo.
CakeWasBannedd Posted March 14, 2010 Posted March 14, 2010 after days of trying to learn tao... i think i might have to give her up.... i really love tao and her character design and pretty much everything - i just can't do her combos for s*it. My palms are sweating like hell and i still can't consistently do a decent drive cancelled combo. They're really difficult, it won't happen immediately. It's not very necessary for CT either, you can get by using non drive cancel combos. And in CS it's easier to do.
Ronove Posted March 14, 2010 Posted March 14, 2010 after days of trying to learn tao... i think i might have to give her up.... i really love tao and her character design and pretty much everything - i just can't do her combos for s*it. My palms are sweating like hell and i still can't consistently do a decent drive cancelled combo. Don't start immediately with the drive cancel combos. Learn her stuff step by step. Start with simple air combos like 5B > 6A > j.A > j.C > jump cancel > j.A > j.C > jump cancel > j.A > j.C > j.236BBBB Once you're confidend enough when staying in the air then move to learn her basic drive loops BnB (5B > 3C > 5D~6 > etc etc), you can find them in the combo thread. But really, don't rush things out by immediately going for ~b/~a cancel combos or taunt ones. Tao is not a character you can learn in a day nor in a week or two. You need time and patience to gradually muscle memorize her patterns and strings, but she's not insanely hard. It simply takes time and practice. Once you have the drive loop down you'll realize that her learning curve becomes not as tough as it looks.
Cryingvoid Posted July 11, 2010 Posted July 11, 2010 4) The rhythm on the B cancel is something you need to find for yourself. You will not forget it and will be using it constantly. After you think you've gotten the j.2d~b down, try doing exercises like this: 4B+C -> 214D -> j.2d~B or my favorite: 5b -> 6a -> JC -> j.2d~b -> taunt -> 214d -> j.2d~b -> taunt Soon, doing a j.2d~b will be thought of as a simple input. Now to start worrying about that next j.2d~b taunt in the combo.... I basically got a grasp of taunt loops' rhythm in some situations, and I can insert taunt into 3C/6C -> 5D -> JC -> 236B -> 2d~B -> taunt etc; and 4B+C -> 214D -> j.2d~B. But the underlined string confused me a bit - 5b -> 6a -> JC -> j.2d~b -> taunt -> 214d -> j.2d~b -> taunt - if '6a' is 1 hit, then 'JC' doesn't connect; if '6a' is 2 hits, then 'j.2d' doesn't connect (I practiced against Jin, is it again about slim chars' specifics?)
Ronove Posted July 11, 2010 Posted July 11, 2010 JC = jump cancel. And it's one hit for 6A in that string it's 5B > 6A(1) > JUMP CANCEL > j.2D~B > taunt > etcetera
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