Stan McJeeves Posted December 12, 2010 Posted December 12, 2010 Thanks for saving me the time of finding it. From the looks of that video, that Tao didn't seem to be using the full potential of other gimmicks such as j.B knockdown, 3C cancels, and the AB2 combos. Hopefully we'll get a better video soon.
Ronove Posted December 12, 2010 Posted December 12, 2010 Well, more like that Arakune wasn't that great either. Tao doesn't look that much different except for her combos using 6A > 22C as launcher string, and with the damage being considerably lower.
KM Riku Posted December 13, 2010 Posted December 13, 2010 There are more videos that has Tao in the posting video theard. Tao pressure is looking awesome and j.B is helping a lot...not for combos yet. Howver, there's one thing that I'm finding strange...a j.C->2A->5B->2B->6A->22C->etc did almost the same damage as 5B->6A->22C...and even a random j.A air-to-air did more damage than 5B...what the fuck?
Andarel Posted December 13, 2010 Posted December 13, 2010 Might have to do with drive same-move proration?
XDest Posted December 13, 2010 Author Posted December 13, 2010 (edited) From the videos: j.C->5B->3C->236A->5D~B->22C->2D~5->6D~6->j.C->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 [~3650] (looks midscreen? more damage than normal cs1 j.C?) (corner) j.A->2A->5B->3C->236CC (first whiffs)->22C->2D~6->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 [2713] CH j.D~A->5B->6A->22C->2D~5->6D~6->j.C->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 [3478] CH air-to-air j.C->5C->2D~5->6D~6->j.C->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 [3549] 2D combo before burst looked the exact same as its CT variant. So probably 3700-4100, depending on how much same move proration. CH j.D still combos into 5B, probably still combos with 5C too. Is it just me, or does she almost play exactly like CS1 non-taunt Tao, just without fullscreen j.D, and a different 3C combo? >3C->236A in blockstrings now available. >j.B is really useful in air-to-ground and jump canceled blockstrings. 2D~B->j.C seems to now be replaced by 2D~B->j.B >I haven't seen j.2B used that much, but it received no nerf. Why is this? Edited December 13, 2010 by XDest
Ronove Posted December 13, 2010 Posted December 13, 2010 (edited) I'd say her pressure is even better, her "new" j.B hits pretty deep and looks plenty useful both for jump-ins and for 2D~B mixups. If she can pressure this well it's not too bad then even if she deals less damage she still is going to be solid. People will simply need to rely less on j.D and more footsies/air footsies to get in or bait shit. Her throw combos deal 3.5k, and that's pretty good given that her ground throw range has been buffed a little and that she is one of the characters that uses airthrow the most (thanks to her air mobility) Edited December 13, 2010 by Ronove
XDest Posted December 13, 2010 Author Posted December 13, 2010 I always thought that triple jump, drive cancels and double dashes were way better for movement than fullscreen drives. Fullscreen drives were just abused way too much in CS1 due to speed, safety, and damage potential. People thought more about throwing them out there than actual movement, which was not the intended purpose. CS2 Tao looks to be a fine character, with all the tools needed.
KM Riku Posted December 13, 2010 Posted December 13, 2010 Btw, what lurch_E_bean said about 2C doesn't FC anymore unless it's full charged is true and that it forces FC in combo? . Anyway, I'm liking CS2 Tao so far.
Ronove Posted December 13, 2010 Posted December 13, 2010 3C->236A in blockstrings now available. Still doesn't look too safe though. In one of the recent vids that have been posted in the video thread in general section Tao got easily DP'd after she drive canceled a blocked 3C > 236A
Lord Knight Posted December 13, 2010 Posted December 13, 2010 Tao looks serious still. Her neutral is still ridiculous, she just doesn't have crazy random damage like CS1. Looks like a fair character this time. . . she's still gonna be strong.
lurch_E_bean Posted December 13, 2010 Posted December 13, 2010 (edited) Here is an interesting combo ender in the corner. 2b -> 5c -> 2d -> j.5d~c -> j.2d~b -> j.8d -> j.8d~6 -> j.2d~6 -> j.236bbbbb (2677) Looked like a roll or tech punish, since 2b sent Hazama airborn, but the airborn stuff could work on other combos. Plus it looks flashy as hell. Damage isn't anything special, but 2b has ass proration. Doubles up on j.8d and j.2d, but it's at the end, so it won't have a huge effect. Do we even know what the same move proration is? Because if it's only 90% or something, we might not have to worry about it too much... Edit: I did some calculations on the combo damage, and it looks like there's a missing 8% damage in that combo which can be attributed to same move proration. Of course, this is using CS1 frame data for damage and proration, but I don't think there were many big changes to those as far as we know. I'd say that considering possible frame data changes and rounding errors, same move proration on d attacks is roughly 90%. To put it in perspective, the same move proration at the end of the combo from j.8d and j.2d lowered the combo's damage by 14. Basically, unless you're doing loops, don't worry about it. Edited December 13, 2010 by lurch_E_bean
Stomoman Posted December 13, 2010 Posted December 13, 2010 For the fully charged 2c thing, would air grab->Rapid Cancel->2c work, do you think? I wish I had access to it. Now I'm just curious.
Itzwiitard Posted December 13, 2010 Posted December 13, 2010 this might also work ch 5c ' 6c ' fch 2c charged etc etc etc, so mid screen combos from 3c seem to work as well, that case ill be happy, she is not sounding to bad atm, hopefully she wilkl get better
KM Riku Posted December 13, 2010 Posted December 13, 2010 (edited) Like XDest said in the last page, the j.C->5B->3C->236A->5D~B->etc looks a midscreen combo that you only need to do the 3C close to the opponent...he didn't need the coner to combo the 3C->236A->5D~B part. Edit: In the match against Mu, he tried to do 3C->236A midscreen but he was too far for 236A hit. Edited December 13, 2010 by KM Riku
Stan McJeeves Posted December 13, 2010 Posted December 13, 2010 Judging by these videos, Tao seems to have fantastic pressure. Hopefully this pressure can be used to do stuff like AB2 combos. The one thing that's bothering me is that Tao's drive seems to go horribly slow through the air. It looks like she's just floating midair most of the time.
Itzwiitard Posted December 13, 2010 Posted December 13, 2010 I think the slow drive has changed a little, but i still think its for the best, it seems ok still to throw out there once in awhile jus not all the time, give us chance to realise her other options other than drive drive drive, i think her combos hav come along nicely and her pressure from the one video was insane,
Lord Knight Posted December 15, 2010 Posted December 15, 2010 You shouldn't have been doing that most of the time, even in CS1.
KM Riku Posted December 15, 2010 Posted December 15, 2010 バースト2回使えば8000行くんじゃなかろうか Looks like you can reach 8000dmg if you use 2 gold burst in a combo.
Stan McJeeves Posted December 15, 2010 Posted December 15, 2010 That certainly sounds interesting. Hopefully we'll get a video of that combo soon, along with AB2 combos and the like.
Ronove Posted December 16, 2010 Posted December 16, 2010 バースト2回使えば8000行くんじゃなかろうか Looks like you can reach 8000dmg if you use 2 gold burst in a combo. Wow. Has the burst mechanic changed or something (proration)? And how exactly can she skyrocket that damage this much? Taunt has awful proration, drive gets same move proration... I'm really curious to see how that's even possible.
KM Riku Posted December 16, 2010 Posted December 16, 2010 Wow. Has the burst mechanic changed or something (proration)? And how exactly can she skyrocket that damage this much? Taunt has awful proration, drive gets same move proration... I'm really curious to see how that's even possible. Gold Burst P2 proration is 110% now, Hazama can do 10.5k with a 6C CH in coner + 2 gold burst + 150 heat for example. However, I can't exactly imagine how this Tao combo is. I guess it envolves AB2 ender, but since Cat2 damage is not affected by proration and it does 2500-3500 extra damage...I don't have any idea how she does the others ~4-5k damage even with the Gold Burst 110% proration.
lurch_E_bean Posted December 16, 2010 Posted December 16, 2010 I guess it envolves AB2 ender, but since Cat2 damage is not affected by proration and it does 2500-3500 extra damage...I don't have any idea how she does the others ~4-5k damage even with the Gold Burst 110% proration. Technically Cat2 is affected by proration, we just say it isn't because it has minimum damage, and its prorated damage in combos is always WAY less than the minimum. On the other hand, since damage is halved in AB2 it's already below the minimum before you factor in proration, so gold bursting won't help AB2 damage. I can't imagine how she gets up to 8k with gold bursts. I really want to see this now...
Itzwiitard Posted December 16, 2010 Posted December 16, 2010 Probably find it would be something like this, combo blah blah blah cs2 rc gold burst land gold burst - ab2 activate - 5c or 6a - ab2 ender, jus a guess tho, combos alone do 4k with the gold burst proration it does make a little sense,
KM Riku Posted December 17, 2010 Posted December 17, 2010 (edited) My japanese is kinda poor, but it seems that you can do 3090dmg after a 5B->6A->JC->2D~B->5C using 3 j.8D . They are talking something about using 3 j.8D, but I can't really understand it with my poor japanese. If I'm not wrong, the combo is like 5B->6A->JC->j.2D~B->5C->j.8D~A->2D->j.5D~6->j.C->j.8D~C->j.8D~6->3D->Cat2. I asked Nikki from HitConfirm (a brazilian forum) to translate somethings to me, apparently they don't really know if j.8D has same move proration...but they are sure that j.2D has. Using this setup, looks like 2C FC->6C->5C does ~5500dmg (in fatal combos looks like they not using 236C or Drive to combo). I would like to XDest or Ronove to confirm it later. EDIT: Nikki translated a little more for me (thx buddy). It seems that we have a new loop now...using j.8D~A : corner 2C FC, 6C, 5C, j.8D~A (11x), 2D, j.D~6, j.C, j.8D~C, j.8D~6, j.2D~6, Cat 2 5.508 dmg A list of how many j.8D~A you can do in a combo: 5B, 6A, j.2D~B, 5C, j.8D~A (3x) 5B, 3C, Cat 1, 5D~B, 5C, j.8D~A (3x) 5B, 2B, 6A, j.2D~B, 5C, j.8D~A (2x) 2B, 6A, j.2D~B, 5C, j.8D~A (2x) 2A, 5B, 6A, j.2D~B, 5C, j.8D~A (1x) 3C, Cat 1, 5D~B, 5C, j.8D~A (5x) corner 6BC, j.D~A, 5C, j.8D~A (2x) 4BC, 5B, 5C, j.8D~A (2x) Air Throw, 5B, 5C, j.8D~A (2x) corner 6C, 5C, j.8D~A (6x) Source: jBBS and translated by Nikki from HitConfirm EDIT2: midscreen, ~4.000 damage 5B, 3C, Cat 1, 5D~B, dash 5C, j.8D~A (3x), 2D~C, j.8D, j.D~6, j.C, j.8D~6, j.2D~6, Cat 2 corner, ~4.700 damage 5B, 3C, Cat 3 (2 hits), 5D~A, j.8D~A (6x), aerial Tao can combo from 6B normal hit now: 6B, Cat2 (2 hits), 5D~B, 5B, 3C, etc, combo Edited December 17, 2010 by KM Riku
Taokakaism Posted December 17, 2010 Posted December 17, 2010 Hello all. j.8D~A was also a viable option in BBCS. It wasn't as popular as taunt loop as it was not as practical to be used as compared to Taunt Loop(3 times max for j.8D~A on most characters) Through research, it was found out that the only attack from D that does not have same move proration is 8D. Therefore, the use of many j.8D~A now. The 8k combo requires Taokaka to j.8D~A around 18 times iirc.
Recommended Posts