Jump to content
Dustloop Forums

Recommended Posts

Posted

Well, the thing is that 3D~3 -> j.236Bx5 does not work in CT because drives have less recovery in CS.

The general rule is anything that used to go into j.236BB j.236BBBB now goes into 3D~3 j.236Bx5. Because you need the special new 5th hit of j.236B to get good damage, and the best way to do that is to do it from 3D~3. And the fact that j.236B cannot combo into more j.236Bs now, makes that the new standard finish.

That's just how it is.

  • Replies 750
  • Created
  • Last Reply

Top Posters In This Topic

Posted
If you happen to hit somebody with 5C and they're close enough, you can do:

5C -> 2C -> 3C -> 5D~B -> 5C -> 2D~6 -> j.2D~C -> j.C -> .. -> 9D~9 -> j.C -> 9D~9 -> 3D~3 -> j.236Bx5 [~4200]

Perfect combo for a meatie masher like me :3 SO MANY C'S XDD

Like you said though, point blank, or corner would probably make this easier. those j.c -> ... -> 9d~9 combo's are wierd..

The training with Tao is progressing steadily, I can now perform the starter 6a -> JC -> j.2d~b most of the time as well as a few iterations of the taunt loop afterwards. :kitty:

Now I'd like to start working on the combo ender, but I'm a little lost since the recommended ones in the OP look quite different from the taunt combo enders in the CT thread. What combo ender would you recommend, that is good in CS but still practiceable in CT (even if it blackbeats)?

I was thinking about this one from the CT thread:

236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bbbb

(I guess it's impossible to extend it with j.236bb -> j.c -> 8d~6 -> j.236bbb?)

However the CS one seems a bit different, with the 3D~3 at the end:

236CC -> 2D~6 -> j.C -> 9D~9 -> j.C -> 9D~9 -> ... -> 3D~3 -> j.236Bx5

In my option, you just keep practicing 6a JC 2d~b. You're going to heavily need it in CS. Make it "Most of the time" to "all the time", then you know you can pull it off mid-match against a real player instead of a training dummy.

Ender's on CT are not going to be easy to practice. 3d~3's dont do anything in CT. Dont even worry about that really. If you're getting CS just work on the 6a JC 2d~b, and basic bnb. Work yourself up. Maybe one or two loops to practice, or do a billion and black beat it, its still the same motion. There are video's on my channel to see what the taunt loop looks like, timing is like, and sounds like.

Just practice 5b -> 6a -> JC -> 2d~b -> taunt -> 236cc -> 2d~9 -> j.c -> 9d~d -> 236bbbb. Its cut short so you can work on execution on a smaller scale then trying to practice a bigass combo over and over that you're gonna drop.

Posted

Getting a close 5C without being raped by an opponent's normal? I can hardly see that happening unless we're like.. fighting Tager, or maybe Rachel. In other cases I'd only use 5C at max distance range as a poke since it doesn't exactly have a lightning fast startup. But anyway, her 3C has a little more range in CS so that helps a lot when there's pushback after one or two hits before going into 3C (I lost count of all the times that the last hit of 3C whiffed in CT due to this...).

Doing the 66 after a 5D~B is kinda tricky at the beginning, but if you think about it's just the same timing as inputting C while Tao lands and recovers from the ~B cancel. So keep that timing and instead input the first 6 at the moment you'd press C. This is of course in case you're trying that combo on midscreen. Knowing how to get into taunt loops from a different setup than 6A is useful because even if her 6A got a little better hitbox it's still a short move and chances are that a lot of times players will be using a barrier to try to make it whiff. So having an other route to pressure with is good since 3C can be canceled with a 2D~B/C in order to safely reset her pressure without leaving huge gaps.

By the way, is 9 hits the most you can get with her regular ender off a clean 3C? I gotta try this but I think we can get 10 if we use the oki ender. It'll do less damage than the other but it'll still be good and allow her to pressure right away...

Posted

Haha, that's why I said it doesn't seem useful at all. 5C is good from a far but only combos up close. The second one I said seems useful though. Having full damage off taunt combos anywhere on the screen is definitely nice, especially off j.C or 2B that can't loop that much.

Edit: Also, I could've sworn that the oki ender actually needs one less taunt to work properly. Could be wrong.

Posted

About how big is the frame window for you to successfully input her 66 between 5d~b and the taunt? You said you got it down, but its so damn difficult..

Also, the oki ender, you need to speed up the loop before hand to successfully hit up all 5 hits right?

Btw wierd ender, but i'm not sure it works on all characters, and it doesn't seem to fully work off of maxed out TL's.

TL -> 2d~b -> 5c -> 2d~c -> 9d~9 -> j.b -> 9d~9 -> 3d~3 -> 236bbbbb~

EDIT: Oh, also, question. I've been trying to successfully do the Cat2 loop on a regular basis, and its not working out. What is the order of joystick to button timing with the quarter circle and the diagonal without mashing the crap out of it? :v:

Posted

Oh I am not saying it's a piece of cake Rin. My consistency in doing the 66 is still not that good (and I can't practice on CS that often these days, it's university exams time over here).

As for the cat 2 loop I found it easier to begin with 236B rather than 3D~3 but depending on the ender and the character sometimes we're forced to start the cat2 loop with 3D~3. I just try time myself like when we're timing ~A cancels, the moment it hits I immediately do the other input. There's still a small frame window between the startup of 3D and when it connects, so rushing won't be good since it will make it that you shift to the 2 (in order to begin the 236 motion) before the ~3 activate. It's like 3D[small frame window]~3 > swift 236B > repeat

Posted

Beginning with j.236B instead of 3D~3 shaves off about 200 damage at least, and works in less combos. It's actually better to delay the right amount, and start at 3D~3.

Posted

Give me some examples of simple combos/starting combo's where there can be THREE reps of cat2 loop possible. I'm gonna try to practice it. So far all the times i've done it it blue-beats. So it has to be the combo beforehand thats not allowing me to loop fully.

Posted

Hmmm... I guess the most probable from the ground would be 6C -> 66 -> 5B -> 5C -> 2D~6 -> ... -> 3D~3. 3-4 cat2 loops for ~3850 I think. That's the most you'll ever need most likely, you won't usually see more than 1 or 2.

Posted
Give me some examples of simple combos/starting combo's where there can be THREE reps of cat2 loop possible. I'm gonna try to practice it. So far all the times i've done it it blue-beats. So it has to be the combo beforehand thats not allowing me to loop fully.

just do 236CC -> 2D~9 -> j.C -> 9D~9 -> 3D~3 -> cat2 loop(x3) + finish

  • 4 weeks later...
Posted

This is fairly unlikely to happen in-match, but I thought I would list it anyways. XDest, if you want to add this to the front post you can.

(Can be any drive that allows you to hit 5B in time)xD~A CH 5B 6A Taunt Loop- 4 times for 4k. A cancel on counterhit actually has a ton of hitstun, so if you can hit with it you can get a nice 4k loop off. :kitty:

Posted

Yeah, I've had it happen in CT several times, actually. Should be more viable in CS, where the drives are less recovery. I'm just going to add it under the linked moves section, since it's the same 6A start.

Posted

Cake's rule applies also to CH j.D as well, that move has the best proration and you can either ~B or ~A depending on your positioning -> land -> and follow with Taunt > loop setup. It's really a thing that Tao needs to abuse as much as possible. Any "occasional" anti-air in counterhit that stems from a j.D can be capitalized for some sweet damage, with or without taunt loop. Go check out Tsujikawa's Tao, in the most recent vids (Tachikawa ranbat) he did this pretty often without having to forcefully rely on a specific taunt loop setup.

  • 2 weeks later...
Posted

Alright, finally decided to Main/sub Tao after Noel because of her damage inconsistency and execution heaviness if you Haida on every chance (I miss the last dash 6c almost 60% of the time).

Problems encountered are:

5b6a jc j2d~b (How many hits of 6a before jc j2d~b?)

6c > Taunt loop is almost 65%(I now understand why it says taunt 214d WAIT)

Taunt -1 > 236cc ender makes the last hit of cat2 blue beat

[blockstring]2d~b JC dash 5b needs practice. I usually end up doing 6b

Having trouble with 236cc, 2d~9, jd~a, j9d~5, j9d~9, cat2

Having trouble extending aerial combo with drive cancels such as j5d~B CH, 2d~9, j2d~c, j2d~c, JC 6d~6 etc

5b5c3c 5d~6 JC ... j9d~6 ....

cat2 loop

Drive Cancelling outside taunt loop and bnbs

I can do the simple starts and aerials 100% which are:

5b, 5c, 3c, 5d~b, 5c

236cc into aerial

2d~6, JC, j9d~9, JC, j9d~9, j2d~6 236cx5

Grab into tauntloop combos are 80%

Can you 236cc after 4B+C?

As for who I want to imitate, it's Tsujikawa who, in my opinion, doesn't abuse the taunt loop except when he 6c's and grabs, plays aggressively and good yomi. Keita is boring to watch with his defensive play IMO

Posted
Having trouble with 236cc, 2d~9, jd~a, j9d~5, j9d~9, cat2

I find that using " 2d~9, jd~a, j9d~9, j9d~9, cat2" is a much more reliable way to combo

5b5c3c 5d~6 JC ... j9d~6 ....

You need a minor delay before j9D~6 so that tao drops below opponent a tiny bit for it to connect

5b, 5c, 3c, 5d~b, 5c

I'd probably leave out 5c, more often than not, it'd push opponent too far for the 3rd hit of 3C to connect

Can you 236cc after 4B+C?

Yes, buffer it just before tao lands and raises her arm, you should have enough time to charge C as well to time it as their body is about to hit the ground, that way your vertical loop will be easier to land and less likely top drop the cat2 ender

Posted

I'm having trouble getting a decent amount of taunt loops after a 5B > 6A > j2D~B.

Are we supposed to using a neutral jump after 6A or a forward jump?

Posted
I'm having trouble getting a decent amount of taunt loops after a 5B > 6A > j2D~B.

Are we supposed to using a neutral jump after 6A or a forward jump?

it depends on the spacing. it should be possible with either, but it's probably easier with a forward jump. IMO, easier still is to do 5B > 6A > j5D~B > TL. all you need to do is jump the right height so the taunt loop will work

Posted

Is the opponent too high after 2 loops or so? Then you're not delaying between 214D and j.2D~B in every loop like you're supposed to.

Posted

I managed to nail 6c 8 reps of taunt loop into 236cc aerial ender without blue beating [62xx].

I'm doing this as an ender: Taunt Loop -> 236CC -> 2D~6 -> j.C -> 9D~9 -> j.c -> 9d~9 -> 2D~3 -> j.236Bx5 . It feels so much comfortable if I do that ender after Taunt Loop -2

Well, basically I'm getting the hang of Taunt and cat2 loops. Just need consistency :). Also working on drive cancelling outside combos.

What to do after CH JC, j5d(~b/a?) ?

Posted

If you're close to the ground after a CH j.C you can land and immediately go for 5B/5C/2D off the ground > aerial combo of your choice > cat2loop ender. Look at the latest vids of Tsujikawa, he does this pretty often.

Posted

I'm guessing almost all counter hit drives can go that high, eh? Because I remember 2 taunts off CH j.D~B doing 5000+ in CT. Since you're going one to two moves into a taunt, it would make sense that you get a hell of a lot of loops.

Posted

Her drives have awesome proration, so yeah finding out ways to go straight into taunt loop from there leads to nice damage. :kitty:

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...