Low Diver
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>blue beats and purple throws also as for doing taunt loops online, ya you can do them if it doesn't lag spike on you and if you have gotten used to the current lag in the room and if you don't mind possibly messing up your offline timing then yes you can do them but again that's if it doesn't lag spike on you, and not lagging in cs, hahah online is a joke no caps ftw
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so i can do taos combos in training mode but then i drop stuff online because it lags a lot, how do i beat this? edit: also when i yell at people online and call them trash and run out the clock with tao they leave why is ths?
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>trying to do tao combos in cs online >being the slightest surprised when you drop it >my face when lol welcome to online
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From 2C CH -> 6C, 13 taunts seems a lot more stable (and personally I'd recommend just doing 13) than 14, but 14 is possible with the 5C corner ender but not the Taunt -> 236CC ender, that will have to use 13 taunts. And no, 9 taunts is not the max. 6C gets 12 taunts, 2C CH gets 13 or 14, and a straight anti-air taunt is 13 taunts. A list of how many taunts each starter can do is on the first post.
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Yes, 6B > 5B links on a crouching opponent anywhere on the stage against anyone who has 6B > 5B come after their name on that list. If you can't get it to work against a certain person I can recheck it to make sure it's possible. Also I think they changed who 6B > 5B can link on in the 1.01 patch, so if you don't have it then that could cause some problems for those combos. EDIT: Also one thing I noticed about the 6B > 5B > 6A taunt loop path is if you end it with the recommended corner ender in the first post, then it should have 5 taunts, but if you use the mid-screen or character specific mid-screen enders just below it on the first post, then it should only have 4. I can't do the oki ender myself, so I can't test that right now. EDIT: And the most damage I could find on Mu-12 crouching mid-screen off 6B was 6B 5B 3C 5D~B(hit) 5C 2D~6 j.C j.9D~9 j.C j.9D~9 ... 3D~3 j.236BBBBB for 3476, since 6A whiffs on her when crouching and I don't think taunt links after the 5D~B(hit) mid-screen. I fully expect XDest to find a better combo for her since he <3s random low taunt stuffs. My combo so far on her in the corner is 6B 5B 3C 5D~B(hit) Taunt Loop x 3 -> Recommended corner ender from the first post for 4005. ANOTHER EDIT: And the first hit of 6A whiffs on a crouching Litchi in hit-stun, so in other words 6B 5B 6A doesn't work on her D: So I guess we're better off using 3C path stuff for her not only in 6B 5B stuff but in general as well, as well as Mu-12.
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6B j.5D~B 5B 6A JC j.2D~B Taunt 214D j.2D~B 5C 2D~6 j.2D~C j.C ... j.9D~9 j.C j.9D~9 ... 3D~3 j.236BBBBB does 3917.
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Not sure where else to put this so I guess I can justify putting it here by saying that it has to do with combos because because it's a starter. Where it says corner only, that character can only be hit while crouching by 6b j.5~b 5b etc. in the corner, and not mid screen; and where it says anywhere, they can be hit anywhere on the stage, and if they say "6b>5b>6a", or "6b>5b>3c", you're usually better off just using that path possible on that character. Taokaka: 6b>5b>6a Noel: 6b>5b>6a (strict timing, if not using the 6b>5b link she's corner only) Ragna: 6b>5b>6a Jin: Corner only Rachel: 6b>5b>6a Carl: Corner only Arakune: Anywhere Bang: Anywhere Hakumen: Anywhere Tsubaki: 6b>5b>6a Hazama: 6b>5b>6a Lambda: 6b>5b>6a Tager: Anywhere Litchi: 6b>5b>3c Mu-12: 6b>5b>3c Makoto: Anywhere Everything here was tested and confirmed in training mode, with help from XDest.
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wtfamireading
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w/e this game sucks anyway, see ya on CS
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But literally meaty attacks beat jumping on wake-up. Also I was assuming something more like them knocking you down in the corner and using bugs to force you to neutral tech and then meaty you, also I just realized that they could use the bugs meaty with no attack coming from Arakune himself making a wake-up super useless, so as for them not expecting the wake-up super, as long as they have you cursed, I see no reason they wouldn't just use the bugs and force you to sit there and eat whatever. They could sit there and punish the CA if they use the bugs meaty and jump to catch the recovery of it, or even just use more bugs (BUGSSSSSSSSSSS) since she has a tooon of invincibility on the front part of the move, but not once she gets to about the top of the move. If they use the bugs for meaty pressure and position themselves properly, I don't see many ways out for Tao besides just block and pray and look for whenever it stops. If they an attack coming from Arakune himself, like what he has to do if he wants a meaty when he doesn't have curse (and I'm counting stuff like 2D as well) then it gets better for Tao. If he blocks the super then you get the same quite bad situation I said before, if you hit then yaaay. If you don't block a mix-up then you get raped against a wall, if you do then you get out if he doesn't have curse and maybe even get a combo, and if he had curse he probably would have used the bugs to pressure you in the first place. But if he does for whatever reason pressure you with an attack from Arakune while in curse and you CA it then it's pretty good for Tao because if you block the mix-up then you at least get a mix-up string on him on the other side. But I don't see much of a reason they wouldn't just use the bugs for wake-up whenever possible. Anyway, back to square one kind of I guess, but this time with the clarification that he doesn't have curse, because if he does, just kill yourself.
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I think this depends on a lot of elements. If you think they think it's safe to meaty Tao, and they would die from the super, and you have 100 heat to rapid it if they don't meaty you, then yes that would be a pretty good option; but if they've baited a wake-up super before, aren't within death from the super, and you only have 50 heat, then that would be a pretty terrible choice. You also have to weigh how awesome Tao's CA is against an unsafe without 100 heat super. While you do have to block at least one move and Arakune may have good but not great mix-up on oki, you still only have to block one rep of a 2A/6A/whatever mix-up which isn't terribly hard if you're used to the match-up, and if you do, you get at least a free out, maybe a combo if you ~B cancel the CA and they do a move with long enough recovery. Weighed against them being fully able to always bait the super and punish hard if you don't have 100 heat, and even if you do, then you don't have any heat in a match-up which is already stupid for Tao. But you do get the advantage of dealing about 3k if you guess right even if they do a move with fast recovery like 2A. But then again no match plays out exactly like another one, so if they're succeeding in mixing you up on wake up, but they're always doing it meaty, then screw it just throw the super and go watch porn, maybe it'll work, who cares. TL;DR: I LIKE PENIS
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What should I be using my meter on in this match-up? I figure not to use it for combos at all unless it's for an un-burstable combo that will win me the round since there are better options like RCing drives for getting in when they have low health, or RCing a drive at the end of a blocked string to keep the pressure which is badly needed in this match-up, or CAing out of stupid block strings. Wow, reading that, that kinda seems like how I think Tao should play in most of the spacing/zoning character match-ups. Or hell, most match-ups period XD. Anyway what do you guys think, should I maybe be not using it for RCing drives very often so I can save it for the inevitable time when I get stuck in some retarded curse block string? EDIT: Also, 5B 6A J.2D~B TAUNT NOT HITTING MIDSCREEN IS ANNOYINGGGGGGGGG.
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Just to be sure, the first j.c in the combo is this bolded one: 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236a > 2d~8 -> j.d~a -> 8d~6 -> 8d~6 -> j.c -> j.236b -> j.236bbbb, and not this, which is actually a jump cancel: 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236a > 2d~8 -> j.d~a -> 8d~6 -> 8d~6 -> j.c -> j.236b -> j.236bbbb. If you were doing that correctly in the first place, maybe try delaying the j.d~a or whatever other move or moves you need to to get the correct height.
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And if you get cursed just ragequit and msg him saying it was lag
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3C > 5D~6 > (j.C > j.5D~6)x3 > j.A > j.C > j.C > j.C > 236BBBBB is a valid combo(but you can't stagger the cat2s on the way down because they're too low, but you get knockdown anyway ^_^), but like Rin said, it might be the hitbox of the person you're doing it on, it might whiff on people like Carl or Jin. Also, was the combo you were talking about before with the 9D in it: 3C > 5D~6 > (j.C j.5D~6)x3 > j.A > j.C > j.8D~5 > 66(airdash) > j.C > j.236BB > j.236BBB?