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Posted
also dont forget the initial cat2 hits has a minimum dmg aswell according to frame data.

Actually, that doesn't apply to the first four hits:

6th hit and onward has damage fixed at 62% (235)

How you're going to hit with a 6th hit I have no idea, unless you whiff the first 5. But hey, if you're doing the crazy AB2 ender in the corner, keep mashing b after that last hit and maybe you'll get a little extra...

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.

Just do a taunt as you land, then go into the taunt loop.

Posted
Alright, thanks to you both.

Edit: What's to do after FC 6C?

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

:eng101:

Posted
as a tao scrub should i do the 2d version or the JC version for most bnb :v:

The damage compared to both of the setups into it are really too little differences in damage to care, so whichever's easier for you.

Posted

I've been practicing one of the combos suggested by XDest:

5B > 6A > j.2D~B > Taunt > 214D > .. >j.2D~B > 5C > 2D~6 > j.2D~C > j.C > 6D~6 > j.C > .. > 9D~9 > j.C > 9D~9 > 3D~3 > j.236Bx5 [3830]

However it seems like I can't fully land on it on Jin. He seems to tech away before the last hit of her CAT2.

Also regarding taunt loopì: am I the only having trouble landind a full taunt loop on Noel in midscreen position? Either she manages to recover a fraction before I land the taunt or like the ~B cancel won't come out because her landing will somehow activate before the cancel does. It's weird, because I can do it no problem on Jin and they should not technically not be that different.

Posted
It's weird, because I can do it no problem on Jin and they should not technically not be that different.

Oh, fellow, they are. Remember CT's Tao's (3С -> D~6 -> j.C) x n standard horizontal drive loop. Tager eats 4 loops; Ragna eats 3 loops, Jin eats 2 loops, and Noel eats 1 loop, if you are lucky. (Carl eats not a single).

Posted
I've been practicing one of the combos suggested by XDest:

5B > 6A > j.2D~B > Taunt > 214D > .. >j.2D~B > 5C > 2D~6 > j.2D~C > j.C > 6D~6 > j.C > .. > 9D~9 > j.C > 9D~9 > 3D~3 > j.236Bx5 [3830]

However it seems like I can't fully land on it on Jin. He seems to tech away before the last hit of her CAT2.

instead of the last j.C > 9D~9 > 3D~3 > j.236Bx5, just do j.C > j.236Bx5 and it should combo

Posted
I've been practicing one of the combos suggested by XDest:

5B > 6A > j.2D~B > Taunt > 214D > .. >j.2D~B > 5C > 2D~6 > j.2D~C > j.C > 6D~6 > j.C > .. > 9D~9 > j.C > 9D~9 > 3D~3 > j.236Bx5 [3830]

However it seems like I can't fully land on it on Jin. He seems to tech away before the last hit of her CAT2.

Also regarding taunt loopì: am I the only having trouble landind a full taunt loop on Noel in midscreen position? Either she manages to recover a fraction before I land the taunt or like the ~B cancel won't come out because her landing will somehow activate before the cancel does. It's weird, because I can do it no problem on Jin and they should not technically not be that different.

Noel falls differently (faster?) it seems. That's why it was odd to do 3C D~B [hit] 5B on her in CT.

For the first question, it's just a hard combo to time in general, you're better off taunt looping, haha. It exists, but it's hard.

Posted
Noel falls differently (faster?) it seems. That's why it was odd to do 3C D~B [hit] 5B on her in CT.

Yeah, It's basically like... she falls in a different way from the majority of the cast. First off it's pretty hard to get her at the right height during midscreen tauntloop because it seems she's always bouncing too high no matter how much the delay is, and the more you delay the stricter becomes the timing for the ~B cancel. Second off, even by delaying the the j.2D~B that follow the 214D it's still hard to "push her forward" like the taunt loop normally does with the rest of the cast. Thankfully taunt looping Noel at the corner is not as problematic.

For the first question, it's just a hard combo to time in general, you're better off taunt looping, haha. It exists, but it's hard.

Heh yeah, I actually found out that Jin is one of the easiest characters to land the taunt loop on, midscreen or corner. Against him it's definetely better to use taunt loops.

Oh by the way, here's a really simple no-taunt BnB that does good damage:

5B > 3C > 5D~6 > j.C > 5D~6 > j.C > ... > 9D~9 > j.C > 9D~9 > 3D~3 > 236B > 3D~3 > 236Bx5

Does around 3.3k damage. If you manage to start it from a 3C damage is around 3.8

On some character it is possible to extend the cat2loop up to three reps making it 3.9k

It's a decent alternative to the 3C > 5D~B route.

Posted

Hey guy's, just gonna chuck this out there, me and Kurushii are working with iPlayWinner for a BB guide. I'm looking for some creative combo's with each character, maybe you guys can stack up a couple combo's that aren't from the missions modes in BBCS, and are different/new.

Posted

does anyone have any tips on a good way to do 3D~3 > 236B > 3D~3 > 236B etc..? i'm having trouble with the input. do you think that extra cat2 loop is necessary?

Posted

Every CAT2 loop rep adds +150/200 damage, I'd say it's worth it since I personally find it really easy to do.

Just do the 3D~3 > 236B without rushing it, it doesn't really have any sort of super strict timing. It's character specific though, so maybe the reason you're finding it hard is because of that.

For practice purposes, try doing this simple string on Noel or Ragna: 236CC > 2D~9 > j.C > 9D~9 > 3D~3 > 236B > 3D~3 > 236B > 3D~3 > 236Bx5

it should be good training to get the right rhythm/timing for the CAT2loop.

Posted

Oh by the way, here's a really simple no-taunt BnB that does good damage:

5B > 3C > 5D~6 > j.C > 5D~6 > j.C > ... > 9D~9 > j.C > 9D~9 > 3D~3 > 236B > 3D~3 > 236Bx5

Does around 3.3k damage. If you manage to start it from a 3C damage is around 3.8

On some character it is possible to extend the cat2loop up to three reps making it 3.9k

It's a decent alternative to the 3C > 5D~B route.

Oi, add in a j.2D~C there. I'm pretty sure having that in there always does more damage than a cat2 loop. Anyone want to confirm the damage?

5B > 3C > 5D~6 > j.C > 5D~6 > j.C > ... > 9D~9 > j.2D~C > j.C > .. > 9D~9 > 3D~3 > 236B

I believe that's like 3500, pretty timing specific though, would rather actually do the drive cancel version.

Posted

I've been practicing tauntloop for past few days and got to two problems.

a) If I do it from 6C the combo bluebeats 70% of the time during second taunt (6C>Taunt>214D>delay>2D~B>taunt>bluebeat at 1st hit)

b) when I practice from 6A it doesn't blackbeat, but after 3rd repetition I always have the opponent way to high to hit him again, even from starters that should provide for more reps.

Any advice? Or should I just watch more TL combos and practice until I get it myself?

Posted

Too High = You're not delaying between 214D and j.2D~B

Dropped on Taunt = You didn't buffer the taunt directly after the j.2D~B to make it come out immediately

Posted
I've been practicing tauntloop for past few days and got to two problems.

a) If I do it from 6C the combo bluebeats 70% of the time during second taunt (6C>Taunt>214D>delay>2D~B>taunt>bluebeat at 1st hit)

b) when I practice from 6A it doesn't blackbeat, but after 3rd repetition I always have the opponent way to high to hit him again, even from starters that should provide for more reps.

Any advice? Or should I just watch more TL combos and practice until I get it myself?

Here you go:

Chapter 3: Taunt Loop 101

The execution requirement is no different than Tao's CT taunt loops. But, be warned, the taunt loop timing varies for each character (at least during the first few loops). This is where you will need to make the transition from CT to CS Tao. In virtue of frame data, her command normals are the same, but some characters are more floaty while others are, simply, promiscuously huge. Therefore, the key to nailing taunt loops - apart from execution - is knowing how well you can space your drives to hit your opponent. I will leave you all with this tidbit; spacing is everything. For example,

5b -> 6a -> JC -> 2d~b -> taunt -> 214d

Let's assume that your execution is 100% solid. If your combo becomes invalid or you wiff, then there's only one answer; incorrect spacing. There are four likely places that you are dropping your combo:

1) JC - Jump Cancel; the first problem that you may have is that you are either (1) jumping too high (2) jumping too low or (3) misjudge your jump timing. For the sake of argument, let's assume that your input timing is right on.

a)
Jumping Too High
; if you jump too high, then you might delay your following drive input. What I mean to say is, "When you jump too high, you run the risk of lingering in the air too long. Be concise and direct. Use your best judgement and find out how high you need to be to, safely, hit confirm."

b)
Jumping Too Low
; if you jump too low, then your drive will wiff entirely. Once again, use your best judgment and find out how you can hit confirm the drive.

c)
Input Timing
; practice makes perfect.

2) 2d~b; there are a few situations that can happen when you drop your taunt combo: (1) the drive will become invalid, (2) the drive will push your opponent too high or (3) it'll wiff or (4) the B cancel won't come out. Once again, let's assume that you have solid execution.

a)
Invalid Drive
; when your drive goes invalid, then that means you have not hit confirmed your drive attack. Make sure you hit confirm and then press the B cancel.

b)
Opponent Fly Sky High;
this just means you're rushing your drive inputs. Take it easy and lay off the mashing.

c)
Wiff;
Wiffing your drive input means that your execution needs work. Practice makes perfect.

d)
No B Cancel;
Missing your B cancel means that your execution needs work. Practice makes perfect.

3) Taunt; the only way you will miss your taunt loop is NOT TAUNTING. If your taunt doesn't come out, then your execution needs work. But if you follow up a taunt from 6c, then you need to consider WHEN to input the taunt. If you do it too soon, as they bounce back, then you'll push them up too high so you cannot resume the loop. If you do it too late, then they will recover.

4) 214d; apart from the drive attack, this is the most critical part to space a successful taunt loop. It can be the most easiest or painstakingly difficult input. Either way, the best tip is to practice your input timing. Apart from that, here's the things that can go wrong with this input:

a)
Staying in the Air
; I can bet a $100 dollars that the reason why most Japanese players drop the taunt loop is cause they linger in the air for too long or too little...or incorrectly input the 214d. Tao needs to be, slightly, above their opponent so they can hit confirm their drive. But if they stay there too long, then their opponent will recover or the combo will blackbeat.

Posted

As an additional tip, I'd suggest you practice taunt looping on Jin first (he's actually one of the easiest character to perform TL on), then switch to practice it on Arakune which has a stricter timing than the majority of the cast.

As for the timing between 214D and j.2D~B, at the beginning if you still haven't figured it out the lenght of the "short pause" that's inbetween them, try doing 2147D instead of 214D (basically TK cat leap). The time you spend from moving the stick from position 4 to 7 is the time that you actually should let pass before inputting the following j.2D~B. Once you figure the timing out you won't need that trick anymore and will just do regular 214D > short pause > j.2D~B naturally.

Finally, as I mentioned in an earlier post, listening to your own button presses (disabling the audio from the game) is also a good way to figure out the timing and the rhythm when you're still in the first stages of the learning process.

Posted

hey can someone tell me the combo that kazu uses as a ender from the taunt loop in the corner? i believe its TL (full-1) 214D -> 2D~C -> j.2D~A -> Taunt -> 214D -> j.236BBBBB. please correct me if i'm wrong. i can't seem to get the taunt to come out after the j.2D~A. can someone please help?

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