KM Riku Posted January 1, 2011 Posted January 1, 2011 15min of pure Tao :3 http://www.nicovideo.jp/watch/sm13195049 http://www.nicovideo.jp/watch/sm13195144 From those matches, you can see how the increased untechable time of DE is an awesome buff. For example, we don't need CH to combo after j.5D~B if you are not too far from the ground and Tao can do some links that didn't work at all in CS1. 6A still seems a solid anti-air and now we do more damage from it. Kinda obvious, but 2C CH->6C still combos without FC, 2C charged forcing FC may be a buff after all...but they don't seem to know how to use it yet. Unfortunately, the opponent bursted and we didn't see if a CH->6C does wallbounce midscreen...but since he bursted it may be possible that it indeed wallbounces midscreen and he was trying to avoid big damage...but who knows. A cancel is as safe as it was in CS1 or people don't punish it. If it's still safe, I'm a happy person then :3 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1292751422/209 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1292751422/211 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1292751422/217 http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1292751422/221 I'm not sure, but it seems that you can repeat some times j.B->j.2B->j.C in a combo. If XDest or Ronove could confirm it later :3, otherwise I can ask Nikki from a brazilian forum a proper translation later (I already asked him a lot and he's doing translations for every character, so I wouldn't like to ask him again for now)
Ronove Posted January 3, 2011 Posted January 3, 2011 They're discussing over a j.B > j.2B > j.C loop. Basically it's a loop that apparently works on certain standing characters. First poster said it works on Tager, Hakumen, Bang, Litchi and Valk. An other poster said it doesn't work on Bang but it does work on Jin (midscreen) and on Ragna as well. Loop apparently only has two reps if you use 5B > 5C > loop, and it bluebeats even when trying to end it with a 3C (bluebeats at third hit). An other poster suggested to omit 5C and j.C and instead go for 5B> j.B > j.2B > 5B loop up to three reps. Damage isn't that high but it builds meter.
Stan McJeeves Posted January 3, 2011 Posted January 3, 2011 And here I thought Arc was trying to get rid of Tao's loops. Either way, at least that will give the new j.B some sort of use. As for those videos, it's a shame that he bursted before the CH 6C hit. I was really hoping to see if it wallbounces midscreen. That Tao mirror was kinda confusing to follow too.
lurch_E_bean Posted January 5, 2011 Posted January 5, 2011 More stuff for CS2 practice in CS1: CS2 version of the AB2 ender works on Jin in CS1: 5c -> 3c -> 236236b -> 6c -> (8JC -> j.236bbbbb) x3 (it's damn easy, too) Decent combo for j.8d~a loops: 5c -> 3c -> 5d~b -> 5c -> j.8d~a -> j.8d~a -> 2d -> j.d~6 -> j.c -> j.8d~6 -> j.2d~c -> j.c -> j.8d~6 -> j.236bbbbb
zeech Posted January 8, 2011 Posted January 8, 2011 Decent combo for j.8d~a loops: 5c -> 3c -> 5d~b -> 5c -> j.8d~a -> j.8d~a -> 2d -> j.d~6 -> j.c -> j.8d~6 -> j.2d~c -> j.c -> j.8d~6 -> j.236bbbbb Alright, I cant do this either T_T. Looks like still no Tao for me in CS2 >_> I wish they gave me back CT's drive loops - no taunts, no drive cancels, no jump cancels, easy peasy.
KM Riku Posted January 8, 2011 Posted January 8, 2011 Alright, I cant do this either T_T. Looks like still no Tao for me in CS2 >_> I wish they gave me back CT's drive loops - no taunts, no drive cancels, no jump cancels, easy peasy. So you are not playing Tao because you want a simplier yet more boring character since you can't do a combo are not even seriously training how to do it? That's pretty retarded. Tao Vs Jin (first and third match): http://www.youtube.com/watch?v=wZ4B0kyviNY Tao Vs Platinum/Valkenhayn: http://www.youtube.com/watch?v=OwW6kxOsb5s I'm loving 214D crossups :3
zeech Posted January 9, 2011 Posted January 9, 2011 (edited) Just give me some cheese to go with my whine, thanks CT Tao had a nice spread of combos across the execution spectrum - you could do reasonable damage with a simpler combo, and high damage with a difficult one. CS Tao threw that out, usuable damage combos were all fairly high execution (compared to CT drive loop etc.) We'll see in CS2 whether there are decently damaging combos that dont involve drive cancels I guess. In general I'm against raising execution requirements... isnt BB supposed to be a game to appeal to a broader market? Edited January 9, 2011 by zeech
KM Riku Posted January 9, 2011 Posted January 9, 2011 (edited) If you can't do combos that involve drive cancels, then you pretty much can't play Tao right and decently. Even though you didn't need drive cancel at all in CT combos, if you didn't know how to use her drive well in general situations...it means your Tao were poor. Tao isn't really a hard character because of her combos, she's hard because using her drive effectively and master it is hard. For example, you may know how to do taunt loop or her combos in CS...but it doesn't mean nothing if you can't really use her drive well outside of combos. Tao CT combos were way too easy and boring, you could do high damage wihout any effort. A lot of Tao players only did 5B or 5C spam waiting for a CH. Her CS combos, even without taunt loop, are much funnier, even though they may be look difficult in the beginning...but if you really know how to use her drive those combos are pretty easy and not complicated at all. You should seriously learn her CS1 combos that doesn't involve taunt loop (like 2D~C->j.C->9D or 2D~D->2D~A->8D combos using 1 taunt and 22C). They are not hard at all, buf if you can't really use her drive well and don't try to learn...you pretty much can give up on Tao because the days that you could spam 5B and 5C and do high damage are pretty much over and this won't change. Edited January 9, 2011 by KM Riku
KM Riku Posted January 10, 2011 Posted January 10, 2011 Coner: 5B->3C->RC->[2]C FC->6C->4D~C->j.4D~A->5D~A->8D~A (7x)->finisher *didn't say the damage* Funny thing, both 5B->3C->Cat1 and j.C->5B->3C->Cat1 does ~3900 using the loop. Did they change j.C P1 proration or something like that?
zeech Posted January 10, 2011 Posted January 10, 2011 Tao CT combos were way too easy and boring, you could do high damage wihout any effort. A lot of Tao players only did 5B or 5C spam waiting for a CH. Her CS combos, even without taunt loop, are much funnier, even though they may be look difficult in the beginning...but if you really know how to use her drive those combos are pretty easy and not complicated at all. You should seriously learn her CS1 combos that doesn't involve taunt loop (like 2D~C->j.C->9D or 2D~D->2D~A->8D combos using 1 taunt and 22C). They are not hard at all, buf if you can't really use her drive well and don't try to learn...you pretty much can give up on Tao because the days that you could spam 5B and 5C and do high damage are pretty much over and this won't change. Well, certainly, my Tao in CT was poor, but at least I could do a bit of damage Now I have nothing :P Drive cancel on hit is somewhat strict to time, especially online. Understand that my preference is for games like Melty or VF where command buffers/queues are the norm. (if only they were popular, were on consoles and had netplay!) I'd love for everyone to have a basic ABC2C > jc > jABC > jc > jABC > air throw like Melty does, that's reasonably damaging. It doesnt seem to have destroyed Melty's viability as a competitive fighting game. Anyways, you're probably right, I'll have to give up on Tao. Just ignore me while I weep silent tears in my corner :P
KM Riku Posted January 12, 2011 Posted January 12, 2011 (edited) Okay...Tao forum on jBBS posted a new combo list. Maybe this will help the future Tao CS2 combo theard. j.8D~A loop Finisher: ...->2D~C->j.8D->j.5D~6->j.C->8D~6->3D->Cat2 j.8D~A loop Combos: Midscreen: 5B->3C->Cat1->5D~B->5C->j.8D~A (4x)->finisher [3974] 5B->6A (2 hits)->j.8D~A (6x)->finisher [3460] 5C->3C->...->2C->5D~B->5C->j.8D~A (3x)->finisher [4273] *I'm not sure about the delay, maybe it's about charging it a little, needs confirmation* 5B(CH)->5B->3C->Cat1->5D~B->5C->j.8D~A (3x)->finisher [3658] 5B(CH)->5B->6A (2 hits)->j.8D~A (4x)->finisher [3148] 2B->6A (2 hits)->j.8D~A (2x)->finisher [2721] 6B(CH)->5B->3C->Cat1->5D~B->5C->finisher [3018] 6B(CH)->5B->6A (2 hits)->j.8D~A (2x)->finisher [2640] 6A(2 hits)->j.8D~A (6x)->finisher [3310] 6C(CH)->5C->j.8D~A (6x)->finisher [4281] 4D~B AA->5C->j.8D~A (5x)->finisher [4597] j.5D~B Air-to-Air->5C->j.8D~A (3x)->2D~C->j.9D->j.9D->j.3D->Cat2 [3236] j.4D~A->5B->3C->Cat1->5D~B->5C->j.8D~A (3x)->finisher [4214] 4B+C->5B->5C->j.8D~A (3x)->finisher [2810] *lol 4B+C combo doing the almost the same ddamage as a 2B combo j.B+C->5D~B->5C->j.8D~A->finisher [4137] 50% Heat Gauge midscreen: 4B+C->RC->6C->[2]C (FC)->5D~B->5C->j.8D~A (3x)->finisher [3358] Hexa Edge->5C->JC->j.BB->j.C->j.9D->j.3D->Cat2 [3410] Coner: 5B->3C->Cat3->5D~A->j.8D~A (5x)->finisher [4624] 5B->3C->2C->5D~A->j.8D~A (5x)->finisher [4448] 6B(CH)->5B->3C->Cat3->5D~A->j.8D~A (3x)->finisher [3590] 6B(CH)->5B->3C->2C->5D~A->j.8D~A (3x)->finisher [3463] 2C->3C->Cat3->5D~A->j.8D~A (6x)->finisher [5431] 2C(CH)->6c->Cat3->5D~A->j.8D~A (6x)->finisher [5381] [2]C(FC)->6C->6C->Cat3->5D~A->j.8D~A (8x) [6068] 6C->Cat3->5D~A->j.8D~A (6x)->finisher [4594] j.C->5B->3C->Cat3->5D~A->j.8D~A (4x)->finisher [4491] *a j.C combo doing almost the same damage as a 6C combo in coner lol* j.C->5B->3C->2C->5D~A->j.8D~A (4x)->finisher [4329] Cat3->5D~A->j.8D~A (5x)->finisher [3884] 6B+C->j.4D~A->5C->j.8D~A (3x)->finisher [3872] j.4D~A->5B->3C->Cat3->5D~A->j.8D~A (3x)->finisher [4730] j.4D~A->5B->3C->2C->5D~A->j.8D~A (3x)->finisher [4662] original BBS post(I didn't understand the last combo listed) Also, another post lists some combos that I didn't understand at all. It seems to use 214D, j.214D and 2[8]D~B. If anyone could get it right later :3 And lol j.C Edited January 12, 2011 by KM Riku
Ronove Posted January 12, 2011 Posted January 12, 2011 (edited) Almost 4K off midscreen 5B > 3C route? That's pretty damn nice. By the way, I've been trying to mess with j.8D~A combos in CS1 but it's not as easy as it looks (though we have to take into account the changes from CS1 to CS2), it seems to be character specific. Like for example landing it on Hazama doesn't seem to be easy at all, the first j.8D~A has to come out at the very first available frame and you have to make sure you hit 5C as high as possible. Though it is possible to buffer the jump cancel input during the 5C if you anticipate the D input too early you'll end up doing a 5D instead of j.8D since the jump still takes 4(?) frames to activate. In CS2 it doesn't seem to be that character specific, atleast when looking at the vids we've got so far. On the other hand it's pretty ironic that CH 5B only hitconfirms into an other 5B for less damage than a regular 5B. I was expecting to see CH 5B > 6C combos. the j.C corner combos are good but I take it that they refer to jump-in j.C. I'm curious to see how much can Tao capitalize off anti-air j.C (AA CH j.C for instance) anywhere on the screen. Edited January 12, 2011 by Ronove
KM Riku Posted January 19, 2011 Posted January 19, 2011 Vs Bang/Mu/Hazama: http://www.youtube.com/watch?v=l6ob0liwaPA&feature=feedu_more After some time, decent Tao matches weeee. Btw, it seems that j.2D~B after blockstring doesn't crossup anymore because of the new j.2D direction...but I'm not sure. Also I'm loving ~3,1k after a 6A :3
Ronove Posted January 19, 2011 Posted January 19, 2011 I really like the fact that her 214D finally auto-flips.
XDest Posted January 20, 2011 Author Posted January 20, 2011 I really like the fact that her 214D finally auto-flips. Definitely, that was a brilliant buff that was out of no where, imo. It was never able to be able to be used for crossups like this before.
KM Riku Posted January 20, 2011 Posted January 20, 2011 Indeed, 214D crossups are awesome and j.C doing ~3,9k makes it even better. However, it would be nice if Tao had a more useful guard break option (like...Cat2 5th hit or Cat3 2nd hit...or any 22C hit that isn't the 12th lol). Even though she doesn't really need it, Tao's guard break options are just too horrible and unsafe...even Hazama has decent guard break tools. Guard break->[2]C FC must be awesome D:
Ronove Posted January 20, 2011 Posted January 20, 2011 Tao doesn't really need to guard break, her pressure is already pretty damn good, plus if it's true that her 5B has been brought back to CT level (more blockstun/hitstun) it makes pressure staggering even better. She's looking pretty damn fine imo, even if her CA assault has been changed it still pushes the opponent far away. She's looking really solid to me, if there are characters better than her it's likely only because they get a far better reward with each hitconfirm and better meter gain.
KM Riku Posted January 22, 2011 Posted January 22, 2011 Two Kazuhira matches: Vs Rachel (third match): http://www.youtube.com/watch?v=lExeN6FXLow Vs Jin (second match): http://www.youtube.com/watch?v=pJVXxNUP45s (lol this match) A-cho, the Tao paradise (lots of Tao matches...and some Makoto rape): http://www.youtube.com/watch?v=yzCJPRUTZIg The first maches are Izayoi Matoi+an Yellow Tao, there are more Yellow, Green and Neutral Tao matches in the same video. But obviously Tao's pink pallet gives her super strength. Makoto CS2 matchup remembers me Litchi and Valk CS1 matchups, 2 full combos and you are dead so don't get hit...except for the fact that we had a godly j.5D. Most Makoto's combos damage are a little higher than Tao's, it gives her a godly oki and they are all pretty much low risk/high reward. Makoto's 2A now hits Tao crawling, but Tao can still crawl most of Makoto's normals.But the matchup is general doesn't look so bad, at most it's even or slightly Makoto's advantage. Jin probably will be a bad matchup for the same motives he was in CT
SickasinAwesome Posted January 26, 2011 Posted January 26, 2011 First post...new member...been playing BBCS as Tao for the last few months, there are no actual arcade machines around where I live T_T I'm getting pretty excited for the new Tao changes. Even after I learned taunt loop I still preferred drive loop combos just because they were always so much more fun to pull off. Unfortunately the slightest bit of lag does kill A/B/C drive cancels, but I'm not going to let that get me down.
Stan McJeeves Posted January 26, 2011 Posted January 26, 2011 (edited) Grand Finale of alpha station 2 on 2: http://www.youtube.com/watch?v=PVohO_z-_mE ESP (Tao) versus R-1 (Noel) and Konan (Tsubaki) --- Other notes: Cat3 seems to remove a primer on the downward hit when charged (?). 6C seems to remove a primer, but only when charged (?). --- Quite an impressive match. ESP perfectly used the 214D in cross ups, along with a 6C wallbounce, and even a AB2 ender. The one thing that confused me is that I thought AB2 enders in CS2 were just 8JC > 236BBBBB x3. I've seen in various vids that 7JC > 9JC > 8JC is used. Are they the same as CS1's, just without the HJC at the beginning? Edited January 26, 2011 by Stan McJeeves
KM Riku Posted February 1, 2011 Posted February 1, 2011 @Stan: 5C, 2C, 6C and 236CC fully charged take a guard prime even in CS1 I was kinda away because of some family problems, so I made a reprodution list of all Tao matches last week...and there were 24 Tao videos only last week . I was kinda surprised since there were only a few Tao matches and in one week we had more Tao videos than ever. Not only that, but Tao wins in most of those matches. After all, it seems that Tao is still pretty strong :3
Stan McJeeves Posted February 2, 2011 Posted February 2, 2011 (edited) Its good to have you back, Riku. As for the cat3 removing a primer, does Tao have any blockstring combos that remove primers in CS2? Edited February 2, 2011 by Stan McJeeves
Ronove Posted February 2, 2011 Posted February 2, 2011 Not really... your best bet is to to use CAT2 as you're falling down after ~C canceling on block, but it's VERY risky against a lot of characters that do have good and fast antiair. Tao can break two primers with hexaedge though, so if the opponent has bursted and has only two or one primer left and you have 50% meter you can try guard crashing them (if you lock them down in a blockstring first). Anyway, I'd almost dare to say that CS2 Tao looks better than CS1. Why? Because now Tao is able hitconfirm into good damage off her regular blockstrings, which she couldn't do before unless we used RC at the end to close the distance. Now Tao is able to cancel 3C into 236A which extends her range meaning you can hitconfirm from 2A > 5B and the chances that it'll whiff are much less compared to CS1. The other cool thing is that at the corner she can also link 3C > 2C (and 2C has freaking good range) into 236C. I was initially doubtful about 3C being special cancelable but looking at how it's helping her out a lot in terms of extending her range... it's really damn good! If in CS1 it was more about trying to create the right gap with her pressure mixup, now hitconfirms off regular blockstring 2A > 5B > (2B) > 5C all lead to the same setup as hitconfirming off jump-in j.C or neutral 5B. The other good thing is that her pressure seems to be more tight in CS2, 214D autoflipping is amazing, she hasn't lost her previous tools for pressure mixup and she gained one more to mentally condition the opponent. Staggering seems still good and new j.B looks good for pinning down opponents that are trying to jump away. I'm loving what I'm seeing from Izayoi Matoi and the other japanese Taos because it all looks definetely more interesting. There's even cool shit like having the opponent at the corner during a blockstring and doing on block 2A > 5B > airdash j.B > 214D > 5A > mixup, while crossing them up! Can't wait to play CS2 Tao.
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