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Everything posted by KM Riku
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You say this because you were off when Yun, Fox and BlueLink started crying about it. Also if you want to comment about it, do it by msn.
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Taokaka wins SBO = every brazilian person you fight start crying saying that I do 4-5k combos meterless when they shouldn't even do 3k without taunt loop and that's broken...it's kinda ironic when most of those people wasn't complaining about Taunt loop before and are even using Bang and Litchi to counter pick me (even though I consider Tao Vs Bang matchup 5-5)...It's kinda sad play Tao like this.
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I would pay to hear you singing :3
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Yeah...but I would be lying if I said that I won't miss CS ~a cancel :3
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God...doing AB2 ender using j.D route is so much easier against Hazama. Since a lot of BR players are playing Hazama now, I was training it against him a lot, but it's fucking annoying get it right using the 4d~6/taunt->236c route. The only problem is that's little more hard to control the j.236B extra hits than using 4d~6/taunt->236C. Edit: For Hazama, keep him at low height and do like this: taunt->AB2->Cat1->JC->j.D~6->Cat2x5->*JC8 (don't jump too low)->Cat2x5->**JC7->Cat2x5 * If you jump too low, the Cat2 will hit more and the third Cat2 will miss; ** be very quick here and make sure that there won't be any extra hits from the second Cat2x5
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The problem is...2D now have same move proration...so doing 5b->jc->2d~b->taunt->214d->2d~b->5c/taunt will mess up the combo later...I still don't understand why do this when they could just add same move proration to taunt.
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Rin: It wasn't a "little dash", it was just a 2B
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Who knows...but I will miss 2D~C->2D~A combos...and get out of here Geno
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The next one will probably be at TGS
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Hun...does this mean that the j.D route is the most universal AB2 combo (except for Carl, Ragna, Hazama and Tager)?
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Well...they don't make the characters thinking "let's make them lag friendly" in the first place...but I would like her normal combos to be less character specific now...I get salty when I miss a combo against Hazama and Litchi in a real match (and there are A LOT of Hazama and a good number of Litchi in Brazil)
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I don't see the changes from CT->CS as bad. 3C, 6A, j.B and drive hit stun buff was fucking great, I prefer Tao CS than Tao CT even without the taunt loop. Well...about those changes...I don't think it's something we can really comment right now because we have no idea how the new j.B and her drive work now, also this isn't the full list of changes and it's just the first lock test. A brazilian friend made a better translation of the changes and it seems the taunt can reach 30% prorate now, but I don't think it's really bad if the first taunt still have the 110% prorate, we would have good single taunt combos like we have in CS (~3800 from 5B starter)
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I think most of Tao players here in dustloop don't care too much about taunt loop nerf at all...just give her some small buffs (more HP is fine too) and it's okay.
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I know this is kinda tiresome, but could you do a "list" of what you need to time right against every character? I won't have time to play for 2 weeks and I really can't test it at all for now.
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From a counter 2D you also can do 2D CH->j.4D~B->taunt loop or 2D CH->j.4D~6->j.C->5D~6->j.C->...->9D~9->2D~C->j.C->...->9D~9->3D~3->j.236B->3D~3->j.236Bx5 for ~4300 (it's less height dependent than the other combo, you just have to time right). Anyway, I found this video of Keita using a AB2 ender doing AB2->taunt->236C->236C->6C->6C->7HJ->etc etc...it's easier to do like this or something? I could test it myself, but I'm quite busy with somethings.
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The only problem I really see with the alternative AB2 ender is that it's kinda character specific at some parts. For example, Bang, Mu and Lambda are too fat, sometimes the first 236bbbbb hits a little more and the opponent can tech faster. The normal AB2 ender is more universal. But I got it against a brazilian Carl today, I may upload it later.
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I have been testing the Taokaism's AB2 ender (let's just call this "alternative AB2 ender") some more, and you need to keep your opponent at very low height or delay the 236a a little like the normal AB2 ender, otherwise the first 236bbbbb will hit a few more hits and the opponente will be able to tech before the third 236bbbbb. Also make sure that won't be any extra hits after the Tao clone's last 236b, it can make the opponent tech faster. I officially hate Makoto and Litchi now, it's very difficult to combo it agaisnt them...I would recommend to not even try the AB2 ender against them in a real match.
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Doing Taokaism's ender, I can get it right more times than doing the normal version. I tested it against every character, it doesn't work against Tager and Arakune like the normal AB2 ender. However, the timing on Litchi and Makoto is a pain in the ass...somehow it's harder to combo it against them.
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Hun...sometimes the opponent can tech before the third jc->236bbbbb...this has been happening a lot with me. Any tip about this?
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I have been trying to do Taokaism's AB2 ender using 3c->AB2->6c->236a->4d~6, but I got more luck doing the normal 3c->AB2->6c->6c->sjc backward->etc etc. Using taunt loop, the Taokaism's AB2 ender works fine...maybe not against Arakune and Tager.
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Go to Nico and search タオカカ, you can find some good videos for learning new things. It helped me a lot.
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It's after the taunt
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It's because you can do the other AB2 ender using others setups like 2a->2a->3c in coner for ~4,5k or air grab->taunt for ~6,5k, so I'm testing 2a->2a->3c in coner using Taokakaism AB2 ender.
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I tried to do that using 3c->AB2->6c->236a->j.4d~6...but I always miss the final Cat2x5 too...it seems like you get too high to do it right
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Is it possible to do this using others setups like...grab taunt loop or 2aa->3c in coner like you can do using the other AB2 ender?