Shirohane Posted May 6, 2011 Posted May 6, 2011 (edited) Speaking of 214D auto-correct, I just realized that 2D~B auto-corrects even when I don't crossup, which is really stupid because if I wanted to use it without crossing up I actually do whatever move backwards(that includes any normal/driv eafter that - j.C/j.D/j.2D even j.A all fly out the other direction). ...isn't that weird? Or is that a good thing? edit: Wait... I think it was always like that. Didn't realize... (?) Edited May 8, 2011 by Shirohane
Akira-Shiro Posted May 6, 2011 Posted May 6, 2011 but unfortunately Tao doesn't have any useful move to break primes (at most Hexa-edge or 22C's 6th hit...but both are predictable) All of tao's chargable C attacks take a primer fully charged ?.? i find this use full cause the reach that her c attacks is dangerous. Not many people can punish her or are afraid of doing so in fear of you letting it go to early,, similar to Jins second hit of his D-Dp people dont hit him out cause he can let it go at any moment. In cs1 i would use 2c to scare them cause if they swing & i let go i get a Fatal.... Her guard primer moves are sneaky ^.^
Ronove Posted May 6, 2011 Posted May 6, 2011 All of tao's chargable C attacks take a primer fully charged ?.? i find this use full cause the reach that her c attacks is dangerous. Not many people can punish her or are afraid of doing so in fear of you letting it go to early,, similar to Jins second hit of his D-Dp people dont hit him out cause he can let it go at any moment. In cs1 i would use 2c to scare them cause if they swing & i let go i get a Fatal.... Her guard primer moves are sneaky ^.^ People can just backdash or jump away if they see Tao charing anything, and some characters can even dash and poke. It's not worth the risk considering that Tao cannot let the opponent gain any momentum. Besides Tao's gameplay doesn't rely on breaking primers. The only useful move for that purpose is Hexa Edge on an opponent that is left with two or one primers left after having used their bursts.
Stan McJeeves Posted May 7, 2011 Posted May 7, 2011 Speaking of blockstrings, does the new j.B have any use at all? I was thinking that something along the lines of j.D~C > j.B > 5A/B > ect in a block string could have some sort of effectiveness, considering the first hit is an overhead. Other than the possible use in blockstrings, I really can't seem to find a good use for the new j.B, even after playing CS2 for a good 3 weeks now.
XDest Posted May 8, 2011 Author Posted May 8, 2011 Moved all posts that don't relate to CS2. Keep it on topic (this means you: Akira-Shiro).
Akira-Shiro Posted May 8, 2011 Posted May 8, 2011 lol Thats a cute avatar... but u are right. So iv noticed that her j.D-B gives enough hitstun to do a follow up combo... does it work all the time or just on crouching characters. O.o or is it character specific.
KM Riku Posted May 8, 2011 Posted May 8, 2011 lol Thats a cute avatar... but u are right. So iv noticed that her j.D-B gives enough hitstun to do a follow up combo... does it work all the time or just on crouching characters. O.o or is it character specific. If you are talking about that anything->5C->j.5D~B->5B->5C->j.5D~B->anything, it only works against crouching characters.
Akira-Shiro Posted May 9, 2011 Posted May 9, 2011 ahh poop :/ bummer owell i guess... also is the proration good on the new j.b or no ?.? cause i was thinking of using it in to some combos instead of j.c sometimes because of the same move proration effect. Or is it more rewarding to use nothing but j.c
Shirohane Posted May 9, 2011 Posted May 9, 2011 >>new j.B Can't figure any thing to use it for that the others don't already do, but I saw it being used here http://www.youtube.com/watch?v=lJxgR_pziCE at 9:07~ He did 2A>5B>2B>6A>j.B>Cat2x5 Why didn't he just do a j.8D~A loop? I assume because he probably couldn't hit confirm and it was safer just to jump and follow up pressure, which in this case is just use cat2.. j.B because it's easier? Either that or proration was too much to risk dropping combo? but even then he could try for throw reset.
KM Riku Posted May 9, 2011 Posted May 9, 2011 @Akira-Shiro: j.C doesn't have same-move proration lol. Only her drive moves, except j.8D, and 236CC have it @Shirohane: he couldn't do the loop because of the proration. Also Kazuhira is qualified for SBO after winning the B-5 block: First phase: Tetsuo O vs. X Conan Fumo X vs. O Dora Second phase: Tetsuo X vs. O Yume Kouya O vs. X Hima Gorou X vs. O Kazuhira Dora O vs. X Ana Semi-finals Kouya O vs. X Yume Kazuhira O vs. X Dora Final Kazuhira O vs. X Kouya ...I must say I'm surprised that Kazuhira even defeated Gorou. I didn't remember he being that good. Also if anyone is curious about Izayoi Matoi, after losing in the D-2 block he couldn't get into any block...he's always getting second place to enter in a block (lots of 2nd place). Seji got into block B-3, but Keita qualified in that one using Makoto. Another Tao that is always getting 2nd Place to enter in a block is called Uisura...but I don't know him (maybe Ronove knows).
KM Riku Posted May 9, 2011 Posted May 9, 2011 Thx Ronove :3 http://www.youtube.com/watch?v=3bLndOOzyFU So hard to believe that Kazuhira qualified lol
Akira-Shiro Posted May 10, 2011 Posted May 10, 2011 @Akira-Shiro: j.C doesn't have same-move proration lol. Only her drive moves, except j.8D, and 236CC have it So ur saying that the combo doesnt get weaker if u used alot of the same moves. I dont mean after u do it twice the combo will drop. But because ur using the same move alot it deteriorate the dmg..... >.> cause thats how Carl, Haz, & a few others are. They recommend using alot of different moves to optimize the dmg
CakeWasBannedd Posted May 10, 2011 Posted May 10, 2011 So ur saying that the combo doesnt get weaker if u used alot of the same moves. I dont mean after u do it twice the combo will drop. But because ur using the same move alot it deteriorate the dmg..... >.> cause thats how Carl, Haz, & a few others are. They recommend using alot of different moves to optimize the dmg you really have no fucking idea how fighting games work do you taunt loop uses a lot of the same moves, why does it do damage? herp derp
XDest Posted May 11, 2011 Author Posted May 11, 2011 Day 1 Impressions: - Drive range nerf is really good for getting rid of bad habits. Fullscreen drive was risky in the first place, now you'll have to think more about how to get in. You have a bunch of other movement tools to do so. - 3C only combos at really close range, or in the corner. You're better off using 6A(2) most of the time, even if it does less damage. - j.C air-to-ground is buffed, since you can still dash->5B, the 3C afterwards will always work. This leads to ~3.9k. - 6C CH still bounces for relatively good damage. - The dashes inbetween up drive A loop is really not needed most of the time. - Up Drive A loop is easy as hell - AB2 ender is really easy now comparatively. No superjumps or timing a second 6C charge is needed. - Taokaka's corner damage off 5B is 4.6k with 236CC. - j.B is fast as hell, probably great for pressure. - CS1 non-taunt combos work for air-to-air, but do less damage because of same-move proration. If you can confirm it into an up drive A loop, it'll do more damage. - Drive hitstop makes certain things easy, most combos do not require you to be fast at all
XDest Posted May 11, 2011 Author Posted May 11, 2011 So apparently 2B, 5B, 5C, 6C, and 6A are all air unblockable. Brilliant. 2B caught me by surprise.
Ronove Posted May 20, 2011 Posted May 20, 2011 (edited) 2B air unblockable is pretty damn amazing. Tao is able to combo and get good damage off 2B, by fact this basically promotes it as an alternative poke besides the usual 2A/5B you can do stuff like 2B>6A>j.8D~A loop or even CH 2B>5C>5D>RC 6A(2)>ender And have we mentioned how sweet are CH j.2B? close to the ground you can pick up with 5C>j.8D~A loop for 4/5 reps and some sweet damage. going to try some of this stuff at local ranbat tomorrow, wish me luck Edited May 20, 2011 by Ronove
KM Riku Posted May 20, 2011 Posted May 20, 2011 2B air unblockable is pretty damn amazing. Tao is able to combo and get good damage off 2B, by fact this basically promotes it as an alternative poke besides the usual 2A/5B you can do stuff like 2B>6A>j.8D~A loop or even CH 2B>5C>5D>RC 6A(2)>ender And have we mentioned how sweet are CH j.2B? close to the ground you can pick up with 5C>j.8D~A loop for 4/5 reps and some sweet damage. going to try some of this stuff at local ranbat tomorrow, wish me luck It's sad that CH j.2B doesn't have much untechable time like CH j.C. If you are too high when you hit a j.2B CH, do a j.8D~A already can keep looping. Also being able to do ...->j.D~B->5B->5C->j.D~B(->5B->5C->j.D~B) on crouching characters is awesome, you have a lot of optins after this. You can dash->4B+C, dash->2D~B->j.C, try a 6B->j.D~B and do it again. I love it :3 Arrgg...Day 3 on stick and I already want to throw it on the wall :V. I'm screwing up so much in my pressure and some basic things. Also fuck Arakune and Bang, you have to do 6C->6C->HJC->etc to the AB2 finisher work when I'm always doing it wrong on the stick :V Good luck, Ronove
Ronove Posted May 20, 2011 Posted May 20, 2011 (edited) Antiair Option Select for Tao, to be used against opponents who are chicken blocking and in general as antiair when you're too distant to do 6A: do 5C>236A>5D in one fluid sequence. If it whiffs only 5C will come out (but that means that the opponent is also out of your range in the air), if it connects you'll do the whole string and depending on the height you may combo off it with a regular drive combo for around 3K damage. If the opponent barrier blocked it you can just ~C cancel and get away as you have three moves to realize if you hitconfirmed or not. Edited May 21, 2011 by Ronove
Genryuu Posted May 21, 2011 Posted May 21, 2011 I have a question about j.8D~A loop: I see in almost every tao's video that they do max 2-4 reps of the loop, even if it's in the corner...is there any reason for it? I understand that midscreen it's easily screwable because of the dashes, but why in corner? I can make x6 loop with 6C > 5D~B > C starter, and x5 with 3C > 236A > 5D~B > C (but I round em both at 5, just in case)..that gives me around 400 damage more than the usual combo I see in videos, so I was wondering if there's any particular reason for them to cut that many reps?
KM Riku Posted May 21, 2011 Posted May 21, 2011 Like I said in the combo thread, they usually do 1 j.8D~A less (even in coner) because the last j.8D~A is kinda tricky to hit and it only adds like...70~100dmg.
Genryuu Posted May 21, 2011 Posted May 21, 2011 I find every repetition of the loop the same as the first one to be honest (in corner), and anyway the average number of repetition I see is 3, many times I see just 2..that is much more than 100dmg of difference..
Ronove Posted May 21, 2011 Posted May 21, 2011 They simply want to make sure that the opponent won't tech the combo, since the damage difference isn't that big. After having tried Tao today at the local ranbat I can ssay that landing this loop midscreen is actually harder than I thought. The reason is that unless you hit the opponent deep everytime, if you hitconfirm a 5B slightly furthery away and go into a 3C midscreen combo chances are the the opponent will tech after the second rep. On the other hand doing the loop off 5B>6A midscreen seems to be be easier though less rewarding in terms of damage.
KM Riku Posted May 21, 2011 Posted May 21, 2011 Yeah...usually you only get a 3C->236A combo after a j.C/j.2B->dash combo, from other setups it's usually pretty hard to. Btw, the purple throw resets are awesome :3
XDest Posted May 22, 2011 Author Posted May 22, 2011 Yeah...usually you only get a 3C->236A combo after a j.C/j.2B->dash combo, from other setups it's usually pretty hard to. Btw, the purple throw resets are awesome :3 Yup. Unless you're in the corner, or hit something dash cancelable, use the 5B->6A route.
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