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Posted

Her pounce super is still comboable after a j.C > land or even after a CH 2C as long as the opponent is in standing animation. However, if you're going to add a super to your combo I'd still rather use her hexa edge or try to learn her AB2 taunt loop enders. Pounce super works best as a reversal or a trap after you're 6Aing an airborne opponent that you know is going to barrier block, but it's more of a mindgame/risky setup because if the opponent still may counter it especially if they did an air IB.

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Posted

Yeah, I remember, there was a whole post of Pounce Distortion usage some pages back. But I'm curious about how to continue after the Pounce Distortion. You can still combo, after Tao's Rightful Vengeance is done. Taunt connects right away. So what for the best should follow next? Some path to CAT2 seems reasonable, but would it connect?

Posted
Yeah, I remember, there was a whole post of Pounce Distortion usage some pages back. But I'm curious about how to continue after the Pounce Distortion. You can still combo, after Tao's Rightful Vengeance is done. Taunt connects right away. So what for the best should follow next? Some path to CAT2 seems reasonable, but would it connect?

Try to play resets and air tech traps instead. It's not really worth it to combo off it, imho.

Posted

if you hit someone with the 5th hit of cat2 while near the corner you can go into taunt loop.

8 taunts = 5095 dmg w/ corner ender, 4861 with 236cc ender

Posted
if you hit someone with the 5th hit of cat2 while near the corner you can go into taunt loop.

8 taunts = 5095 dmg w/ corner ender, 4861 with 236cc ender

This isn't new, I posted about it a bit ago.

Posted
This isn't new, I posted about it a bit ago.

i'm not claiming to have discovered it. i just think it should be in the OP, i saw it in a not so recent nicovideo

edit: i also think AA 4D~B -> 10*taunts should be added to the number of taunt list in the OP.

5903 w/ corner ender, 5663 with 236cc ender

Posted
Yeah, I remember, there was a whole post of Pounce Distortion usage some pages back. But I'm curious about how to continue after the Pounce Distortion. You can still combo, after Tao's Rightful Vengeance is done. Taunt connects right away. So what for the best should follow next? Some path to CAT2 seems reasonable, but would it connect?

The only thing worth following the Pounce with besides tech traps and resets is Hexa-Edge. Pounce, taunt, Pounce still works, but the damage is ass in CS (3.2k, vs. 5.6k in CT). I don't think you can combo anything else after Pounce -> taunt, I know 236c doesn't work. Maybe you can do 5b into a combo ender after the Pounce, but you won't get much unless you hit all 5 CS2 attacks, since hit #5 always does at least 496 damage.

Posted

What is the most damaging option after air to ground CH j.c -> dash -> 5b -> 6a(1 hit) -> JC -> 5d~b -> taunt loopx3 -> ender? is just taunt -> 236cc -> 2d~9 -> j.c -> 9d~9 -> 2d~6 236bbbbb?

Posted

That actually does ~200 less damage than the max, it's just much easier to do consistently than the other mid-screen options. The proper mid-screen ender is 5C->2D~6->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5. Takes a bit of time to realize the correct vertical spacing/timing, and it varies from character to character. But it's doable on most characters.

And of course the traditional corner one does the max damage, 5C->2D~5->j.D~A->9D~5->9D~9->3D~3->j.236Bx5.

Posted

i saw a video (posted in here somewhere i think) of a tao player instant blocking a burst during a taunt loop, then punishing the burst with a taunt loop. anyway my question is: is it possible to react to burst during taunt loop? or do you need to commit to baiting it?

in the video the opponent bursted between a taunt and 214d, it looked like the tao player reacted to the burst

Posted

Also, I'm pretty sure you don't need to IB the burst, and it'll still work fine. Not 100% sure though.

From what I've seen, unless you have godly reactions, it has to be a read.

Posted

Upon further examination, air-to-air CH j.C -> ... -> 2D~6 -> j.2D~C -> j.2D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [~3900] works. I've been experimenting with the fact that you can confirm easier if you delay the 2D~6 at the beginning, but it actually also leads to around 200 more damage too by using a large non-taunt ender after it.

But of course, in a lot of the cases where you hit a CH air-to-air j.C in this fashion, you'll be low enough for j.C->6C->66->Taunt Loop etc... for more damage. But that's harder to confirm in general.

Some of you might still be more at home with air-to-air CH j.C -> 2D~5 -> 6D~6 -> j.C -> .. 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [~3700] though.

Posted
2C(CH)->6C->66->Taunt Loop

About this part... pretty damn undoable if not strictly in the middle of the screen or at the corner (corner ever not requires 66, taunt connects by itself). Just be slightly to the side of middle position on 6C and 66 taunt won't connect.

It is a lot of pain during actual versus gameplay, since you almost can't predict the accuracy of your 6C every time. And here is the reasonable (in my opinion) substitute from the CT past: 2C(CH) -> 6c -> 214D -> j.2D~b -> taunt loop. The awesomeness in substituting 66 part with 214D -> j.2D~b is in 214D range - you will NEVER wiff technically this way, no matter the position, 214D will always deliver you to the right place.

So how much damage might we lose if to exchange 66->taunt for 214D->j.2D~b->taunt ?

Posted

Probably only just 2-3 loops less. The only problem with that method is that they start out too high, and readjusting to lower the opponent is pretty timing specific when they are indeed that high.

In my experience, unless you are extremely far away from the corner you're facing, you should do the regular variant. Especially if it's CH, you'll have more time to get to them before they initially tech it seems. If you're extremely far away from the corner you're facing, then yeah, the 214D type is one of the only options to get that kind of damage out of it.

Posted

Though it can serve as a firm 'one taunt' combo for beginners, while they are still in the middle of TL learning (such as myself), and it also is good for solidifying the full ender into your head :)

2C(CH) -> 6C -> 214D -> j.2D~b -> taunt -> 236CC -> 2D~6 -> j.2D~C -> j.2D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5

AND it is easier connected than 66 -> taunt variant (Tao mission 10). So it can be considered as an 'improved version of mission 10' (just kidding)

The only problem with that method is that they start out too high

Slight delay of 2d seems to solve the problem, but I see that 66 variant is 'more true'. Guaranteed low TL startup = no need for re-adjusting, just keep one single rhythm.

Posted

XDest

Got any tip or advise on how to train j.3D~3 -> 236B loop? I'm still struggling with this. I try to train it in 236CC -> 3d~3 -> j.3D~3 -> 236B loop. What is the approximate maximum number of reps in this setting?

PS: damn, this is no easier than TL ((

Posted
Also, I'm pretty sure you don't need to IB the burst, and it'll still work fine. Not 100% sure though.

From what I've seen, unless you have godly reactions, it has to be a read.

thanks, i didn't know regular block worked too

Posted
Probably only just 2-3 loops less. The only problem with that method is that they start out too high, and readjusting to lower the opponent is pretty timing specific when they are indeed that high.

In my experience, unless you are extremely far away from the corner you're facing, you should do the regular variant. Especially if it's CH, you'll have more time to get to them before they initially tech it seems. If you're extremely far away from the corner you're facing, then yeah, the 214D type is one of the only options to get that kind of damage out of it.

If you're slightly too far you can also link an other 6C to get closer

Posted
XDest

Got any tip or advise on how to train j.3D~3 -> 236B loop? I'm still struggling with this. I try to train it in 236CC -> 3d~3 -> j.3D~3 -> 236B loop. What is the approximate maximum number of reps in this setting?

PS: damn, this is no easier than TL ((

No more than three. No realistic combo's should go more than two, and you should make practice of one, meaning 236b -> 2d~6 -> 236bbbbb.

You can practice this combo for the heck of it- http://www.youtube.com/watch?v=iQe_kBabbdI#t=01m00s , that was my combo video awhile ago. Also, a tip with the CAT2 loop, is take it slow, the motion is actually slower than it seems.

Posted

You must always do a 3D~3 FIRST before any j.236B or it messes up the proration.

And yeah, 3 loops max. A good example of a BnB that does the maximum is:

2D~5 -> 6D~6 -> j.C .. -> 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [~4152]

Can't really get more damage unless you confirm a CH and do j.4D~B after the 2D~5 and go into taunt loop. So if you can learn this combo, it will be extremely useful to you.

Posted

Thanks for the ddvises, guys, I'll keep on practice.

I really like the ender 3D~3 -> j.2D~C -> j.2D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 it feels very complete. I guess it can go from 6C/236CC starters with up to 3 or 4 taunts in the loop, not more. 5B/6A starters don't allow this 'full' ender, making you always wiff on j.C part, so j.2D~C part is excluded to make it to an end (just the same with throw combos).

If I can't yet do all taunts, am I right to consider this ender to be the best?

Posted

I'm pretty sure you can get that type of ender off 5B->6A by using one taunt and 5C for around 3850 damage I think.

Posted

XDest

You mean, 5B->6A->JC->j.2D~B->TAUNT->214D->j.2D~B->5C->'full' ender ?

When off 5B->6A i do 5B->6A->JC->j.2D~B->TAUNT->236CC-> it requires to do 3D~3 -> j.2D~A -> etc. instead of 3D~3 -> j.2D~C -> j.2D~A -> etc., otherwise the opponent will tech on j.C part. I guess this is the fault of 6A hitstun proration. You sure 5B->6A->JC->j.2D~B->TAUNT->214D->j.2D~B->5C-> will allow full 3D~3 -> j.2D~C -> j.2D~A -> ender version?

Posted
XDest

You mean, 5B->6A->JC->j.2D~B->TAUNT->214D->j.2D~B->5C->'full' ender ?

When off 5B->6A i do 5B->6A->JC->j.2D~B->TAUNT->236CC-> it requires to do 3D~3 -> j.2D~A -> etc. instead of 3D~3 -> j.2D~C -> j.2D~A -> etc., otherwise the opponent will tech on j.C part. I guess this is the fault of 6A hitstun proration. You sure 5B->6A->JC->j.2D~B->TAUNT->214D->j.2D~B->5C-> will allow full 3D~3 -> j.2D~C -> j.2D~A -> ender version?

You can still do 3D~3 > j.2D~C > etc even after the bit "taunt > 236CC > "

at most, you might need a different timing to correctly space yourself after the j.2D~C depending on the character you're facing (different air hitbox).

In any case these enders using ~C and ~A cancels are ironically more useful on no-taunt combos. If you can Taunt Loop there's hardly any reason to prefer this single taunt combos, since they are more chartacter-specific and require different spacing, while TL has without a doubt less issues on that aspect.

Posted

So you want to say, if I have energy to seek improvement for non-taunt/single taunt combos, better use it to learn TL. My last hesitation originates from online issues: non-TL are more online friendly, since you need to strict-time only once or twice per combo, while in TL every repetition is strictly timed. However, it is worth a try, okay.

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