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Posted

Updated the front page with some low taunt/tauntless enders. Off 5B, tauntless maxes at 3600, one taunt at 3800, two taunts at 3900, and full/six taunts at 4235.

If anyone has any better low taunt/tauntless enders to put in instead, post them here.

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Posted
can u do more than 4 loops?

Any more than that and the combo is techable. If you do 5 it's techable at the very end (the last hit of j.236bbbb) and if you do 6 it's techable throughout the combo.

Posted

Guys how many reps can you get off a (corner)3C > 5D~B > TL? It's 5 for me so far but it probably could be more.

Posted
Guys how many reps can you get off a (corner)3C > 5D~B > TL? It's 5 for me so far but it probably could be more.

I usually go for 6, since that's sort of the standard amount of reps off of a move. You can go for 7, but the damage isn't amazingly better and the last hit of j.236B will whiff.

Edit: Actually, I'm wrong. You can only get 6 reps off of 3C, and even then if you started it with 5B it'll whiff.

Posted

Aight. I felt I could squeeze one more of it but I guess I first need to work on good ender. Damage is really sweet though. This corner setup could really become vital in a couple of matchups (first one that comes to my mind is vs Ragna).

Posted

Nope, and that's natural since it's far from having explored all the possibilities.

Just watch videos of top players if you want to learn her best BnBs.

Posted

Guys, maybe you knew this already but while experimenting with the enders I realized that we can swap the first j.3D~3 of the cat2 ender with a j.5D~6 whenever we have to actually "wait" for Tao to be diagonally aligned with the opponent in order to prevent her to whiff the move by driving below.

So it's like rather than doing 9D~9 > ... > 3D~3 > 236Bx5

We can do 9D~9 > 5D~6 > 236Bx5 without having to wait. This could prove to be quite useful especially for online play

I tried this on Tsubaki but I suspect it should work on all the characters that require that slight pause.

damage is about the same (slightly less).

Posted

Sup people, I was messing around with AB2 and I found out.. it sorts of reduce the 'tech time after so and so combo hits' by 50% or something.

I was trying out some combos and apparently I could do 7k damage after 2C Fatal -> 6C.

I did the usual taunt loop for 8 times -> Taunt -> AB2 -> Cat3x1 -> 6C -> 12367BBBBBB -> JC -> j.236BBBBB -> JC -> j.236BBBBB.

I think it is possible to hit 9k or 10k actually lol but I kept messing up my 12367 input.

PS: You need to make your Cat2's final hit ONLY hit the target(with the AB2's shadow attack). Anything more will allow them to tech.

I did this on a Hakumen and haven't tried on anyone else yet.

Posted

Good stuff man!

I really need to take AB2 seriously and work on this, if it really gives such opportunities it could finally have a decent use other than just trolling the opponent.

Posted

Perhaps you could try whatever I did with 1 taunt loop?. It's really really depressing to do 12/13 taunt loops and mess up this 'new ender' i experimented on. Not to mention a full taunt loop is so depressing and boring to watch.

I was doing it with lotsa patience last night and apparently I kept aiming for 12 loops. Gonna master the AB2 nonsense combo before trying out in a full taunt loop. Thereotically I believe 9k is achievable. If all else fails, at least my 8 loop + ender does 7k!

Posted

awesome! quick question tho. by 12367, did u mean 12369? i just wanted to clarify that ur doing like a short hop j.236BBBBB correct?

Posted
Perhaps you could try whatever I did with 1 taunt loop?. It's really really depressing to do 12/13 taunt loops and mess up this 'new ender' i experimented on. Not to mention a full taunt loop is so depressing and boring to watch.

I was doing it with lotsa patience last night and apparently I kept aiming for 12 loops. Gonna master the AB2 nonsense combo before trying out in a full taunt loop. Thereotically I believe 9k is achievable. If all else fails, at least my 8 loop + ender does 7k!

You can get 6.8k off of the same thing with no meter. It'll only really be viable in-match if you can get more than that.

Posted

It's for trolling purposes afterall.

But yeah in any case her meter is better used for her CA/RC

Posted
It's for trolling purposes afterall.

But yeah in any case her meter is better used for her CA/RC

I dunno, if someone can find a combo off of FC 2C that does 10k, I'd use it. Provided they had already burst.

Posted
awesome! quick question tho. by 12367, did u mean 12369? i just wanted to clarify that ur doing like a short hop j.236BBBBB correct?

I meant 12367 Literally.

Super Jump Cancel Back. I tried with 2369 and all the Cat2x5(x10 with Shadow). It allowed them to tech after the first Jump Cancel into Cat2

You can get 6.8k off of the same thing with no meter. It'll only really be viable in-match if you can get more than that.

I wasn't aiming for 6.8k actually. Assuming if a full loop was done and it would still work, the damage could possibly be 8-10k? I wish though. 8k is a great boost from the 6.8k we can do off a full 6C loop.

another 2k with 50% meter, I'd do that!

Posted

if someone can record a video of this, could u please do so? i'm pretty sure i understand, but i'd like to see a video :3

Posted
if someone can record a video of this, could u please do so? i'm pretty sure i understand, but i'd like to see a video :3

I could try, but I'll need to master it completely and borrow a camera. LET"S MAKE THIS AB2 SHENANIGANS WORK :3

Posted

Actually, I think we're thinking about this wrong. If you look at the frame data, you can see how this works.

The 5th hit of CS2 has a minimum damage of 496, which is apparently is unaffected by AB2's 50% decrease of damage. I did the math on one of the combos in the video and got the correct damage result under this assumption.

That's great but what does this mean? Well, this means that for 50% heat, you can use this combo ender to get a guaranteed 3k damage tacked on to your combo, no matter how you started it.

Look at the second nico video on this, you get ~4.3k damage off a combo that starts with 2a -> 2a, how can you come anywhere near that much damage without resorting to pink throws?

But, I suppose everyone wants to know how it compares to normal enders on the big taunt loops, so let's get crazy. All we have to do is compare the ender damage, since the rest of the combo is the same. First we need the proration of the massive taunt loop combo (without the ender).

Just scroll to the bottom to skip all the math

Combo in question:

2c FC -> 6c -> 66 -> (Taunt -> 214d -> j.2d~b) x13 -> Taunt -> 214d -> j.2d~b -> 5C -> 2D~5 -> j.D~A -> 9D~5 -> 9D~9 -> j.236Bx5

(I'm writing in this way because the after the 14th taunt, the combo changes between the two, so we need the proration up to the 13th taunt loop)

Break it down by the moves you do


Tao's combo proration:            90%

P1 of FC 2C:                     100%

P2 of 6C:                         89%

P2 of taunt*13:                  110% (110% for the 1st, 100% for every other)

P2 of j.2d*13:                    92%^13 = ~34%


Multiply all that together:      90% * 100% * 110% * 89% * 34% = ~30%

So, ~30%. Now find out the damage of the ender after the last taunt.

	base dmg	p2	current p	scaled dmg	total

j.2b	600		92%	100%		600		600

5c	550		86%	92%		506		1106

2d	650		92%	79%		514		1620

j.d	570		92%	73%		416		2036

j.8d	580		92%	67%		389		2425

j.8d	580		92%	62%		360		2785

j.236b	380		80%	57%		216		3001

j.236b	380		80%	46%		175		3176

j.236b	380		80%	37%		141		3317

j.236b	380		80%	30%		114		3431

j.236b	800		-	24%		496*		3431+496


* minimum damage value regardless of proration

Multiply the first part by 30% (since the last hit isn't affected by proration)

3431*30% + 496 = 1525

So, ~1525 damage off the normal ender.

Now, if we do the AB2 ender instead, we get 496*6 = 2976 from the CS2 hits, and I'm tired of math, so screw the 236c and 6c, it's somewhere between 0 and 500 after proration and everything.

There's your answer, you use 50% heat for an extra 1.5k-2k damage.

I think this is best off a really heavily prorated combo, like a throw combo. You might be able to get almost 6k off of it. That would be pretty nice.

Posted
Well, this means that for 50% heat, you can use this combo ender to get a guaranteed 3k damage tacked on to your combo, no matter how you started it.

Didn't have time to go through it but good work with the maths, also dont forget the initial cat2 hits has a minimum dmg aswell according to frame data. That, and during AB2 Tao doesn't gain any meter, so it in reality it's actually costing more than 50% heat.

Posted

Going back to more basic stuff, how do i get into taunt loop from an air throw? The first post got two 4bc combo listed and no Jbc, even tho the number of rep for jbc is shown later, is it a clerical error? Thanks in advance.

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