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Everything posted by KM Riku
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I don't know, but from the stream the CA has more recovery.
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Yes, the bowling ball still breaks prime and is faster. Anyway, what I posted from the other post: -5B->6A still doesn't combo on standing characters; -After a 6B FC, you can j.8D~A 3x; -You still can combo after a j.C on standing characters (thank god) -6C hit after j.2D~B/6A (1hit)/j.C (I don't know if it's CH or not, but I think it is) -After a j.D CH, you still can combo like it was in CS2, but the height change a little. -AB2 combo: 2A->5B->5C->2C->AB2->5B->6C->Cat2->etc (4500dmg); -It seems that CA is whiffing against Hazama 5A...so it was probably nerfed (...wat) --- Also, there was a CSEX stream with a Tao player. Overall, I don't like this new Tao at all...her midscreen stuff is completely boring with basic stuff like 5B->2B->5C->2C->(236A->)5D~A...it's like being only able to only do 1k combos until you hit something like j.D CH or air-to-air CH stuff.Her coner/near-coner combos actually look kinda cool now, specially using 22C, 4D and 6C, but that's it. I don't know if 2B->6A still combos, but I didn't see it once in the stream. EDIT: From Ushidonburi "タオカカちゃん画面端5Bから6000とか". It seems like can do 6k in coner after a 5B. EDIT 2: combos from jbbs: Midscreen standing: 5B->3C->bowling ball oki 5B->5C->Cat1->5D~A 5B->5C->JC->j.B->j.2B->j.C->6A->aerial (works on Litchi, Arakune, Tager, Bang, Hakumen, Valk, Rachel. Need a little delay against Jin, Tsubaki, Mu, Hazama) 5B->3C(RC)->5C->5DB->5C->2D->aerial 5B->5C->2C->5D(RC)->6A->aerial Midscreen crouching: 5B->6A->J8DA->2D->j.5D~6->j.C->j.9D->j.C->j.9D->j.C->Cat2 Coner standing: 5B->3C->22C->5D->j.D~A->land->6C->4D~A>land->6C->Cat 3->2D~C->j.8D->j.C->j.8D->j.3D->Cat2 5B->3C->22C->5D->j.D~A->land->6C->4D~A>land->6C->AB2->6C->HJC->Cat2->etc Coner crouching: 5B->5C->6C->5D>j.D~A>land->6C->4D~A>land->6C->Cat 3->2D~C->j.8D->j.C->j.8D->j.3D->Cat2 5B->5C->6C->5D->j.D~A->land->6C->4D~A>land->6C->AB2->6C->HJC->Cat2->etc EDIT FUCKING 3: Yeah, Tao CA was really nerfed and a lot of jbbs Tao players are complaining about it and that 5B->6A don't work anymore.
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Kinda back (because of CSEX), I kinda disappeared because I'm damn busy IRL. Few Tao CSEX things from jbbs: -5B->6A still doesn't combo on standing characters; -After a 6B FC, you can j.8D~A 3x; -You still can combo after a j.C on standing characters (thank god) -6C hit after j.2D~B/6A (1hit)/j.C (I don't know if it's CH or not, but I think it is) -After a j.D CH, you still can combo like it was in CS2, but the height change a little. -AB2 combo: 2A->5B->5C->2C->AB2->5B->6C->Cat2->etc (4500dmg); -It seems that CA is whiffing against Hazama 5A...so it was probably nerfed (...wat)
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-6B+C->5D is possible midscreen EDIT: http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1307471142/625 -After the j.D~B CH wallbounce, you can land->j.8D~A. It's also possible. It's also possible to combo after j.D~C CH; -4B+C->22C->etc does 3.3k. -j.214D: the jump after inputing 6 is shorter, worse to flee. The distance is almost the half of the CS2 j.214D; (NOOOOOOOOO) -Her Counter Assault seems to have more recovery -It seems that 5B attack level decreased. 5B CH->6C doesn't hit even with the 6C buff, while 5C CH->6C still combo. 6B FC->5B->6C also doesn't combo; (NOOOOOOOOO²) -6B prorate seems to be worse since CS2 combos (without the loop or with just a few j.8D~A, I think) drops before it ends. - ...6A->5D~B->5C->(j.8D~A)->2D->j.D~6->j.C->j.8D~6->j.C->j.8D~6->j.2D~6->Cat 2 6A starter: 3000dmg j.D starter: 3000dmg j.C starter: 3700dmg (I think this mean that j.C->6A combos since it's not saying it's crouching only) 2B->5C->2C->5D->RC->...: 3400dmg (crouch only)5B->5C->6C: 4000 -easiest AB2 combo is 3C (2 hits)->AB2->5B->...
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Ignore him, he's just retarded.
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If 236CC does not work, use 2C->5D~A. The damage is almost the same.
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-2B links into 5B; -214C has slightly better startup, breaks 1 prime; -214214C leap distance decreased, now only covers roughly half-screen. 2B->5B is very good, more pressure options for Tao. 214C buff is nice too and the 214214C nerf isn't that bad, but the matchup against Lambda will probably be a little harder now.
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http://www.dustloop.com/forums/showthread.php?9792-BBCS-News-only.-Anything-else-TEMPBAN.-BBCS-Extend-for-arcade-PS3-360-Vita&p=1114578#post1114578 Kinda bad for Tao since she only has 4 primes and no defense options without her CA (and Hexa-edge)
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You want more than that from a AB2 combo? Hitting a 2A is way easier than hitting a j.C or 5B and doing 4.8k from a low with Tao is damn great. My only complain about Tao CS2 is the lack of combo variety...but it doesn't seem like that will change, at least we are going to have another loketest this weekend.
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I recommend you to visit the HitConfirm forum, which is a Blazblue/Guilty Gear/3rd Strike brazilian forum. Maybe you can find someone from Porto Alegre there, but for playing in Live...that'll be kinda difficult since most of people people in PSN. Eu recomendo que você visite o forum da Hitconfirm, q é um forum brasileiro sobre BB/GG/3rd strike. Talvez você ache alguem de Porto Alegre (nem lembro se tem pra falar a verdade lol), mas pra jogar no Live vai ser meio tenso, maioria joga na PSN e tem muita pouca gente que joga BB na Live.
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The loketest is over and the final comments about Tao made from the guy from generalnantoka (not much different from before, but whatever): -This is not Taokaka, the character changed completely. --- Complete Change List: -6B: now Fatal Counter; -6C: faster startup, it's at least 19 frames or less; -5C/2C->6C combos on crouchers; -Proration in some moves is better. 2A->5B->6A->j.8D~A->finisher does 3300 now; -j.D: less untechable time against grounded character, wallbounce on CH; -Hexa-Edge: wallbounce removed; -j.8D: less untechable time; -5B->6A only combos on crouchers now; -3C: more knockback, enough that 236A won't hit midscreen. --- 2A may lead to 3k on crouching characters, but...hitting crouching people with a low is kinda . It really doesn't happen very ofen, specially because people tend to block high after a block 5C since Tao doesn't have a low after that and because of her cross-ups. Also those changes make Tao more heat dependent to combos and those limited combo options make her meter gain very worse. Not that those changes make Tao bad or anything like that (even because the nantoka guy said she is different, not bad), but I would prefer more combo options and worse proration than better proration and basically no midscreen combo option against standing characters. However, this is still the first loketest and I still have some hopes for a more fun Tao.
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-on the coner: 3C->Almost Becoming Two->6C->8JC->236Bx5->8JC->236Bx5->8JC->236Bx5 -Yes, you need. -You are supposed to mash B until the 5th hit of Cat Spirit 2 (the one that does lots of damage and does a very big hitstop) hits the opponent and jump after that. -Yes, the easiest coner damage that Tao has.
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Two possibilities. Or 5B->6A just work on crouching characters or 2A is so godly now that 2A->5B->6A works at least on crouching (and possible other moves too). However, it doesn't seem that j.C->5B->6A works on standing character for some comments on jbbs. edit: in fact, 5B->6A still works on crouching characters...too bad that everyone that I fight with Tao keep standing after 5C on blockstring
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http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1307471142/468 ロケテだけど2Aの補正が緩くなったらしく相手しゃがみ食らいで 2A>5B>6A>J8DA~いつもので3300位減ってた -2A proration is better. On crouching characters, 2A->5B->6A->j.8D~A->etc does 3300. --- Okay...I don't really know how I feel about this.
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4B+C is not cancelable into anything in CS2, you have to wait until the animation is over and 5B/22C
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Not really panicing, just commenting the changes so far. I remember very well the nerf hammer in CS2 loketest and the sudden buff in the final version.
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-5C/2C->6C combos in crouching characters, -3C (2hits)->AB2->5B->5C->6C works, so or AB2 has a better recovery or the hits of 3C have more hitstun. Quick Impressions by Gyudon: This isn't Taokaka (he wrote this for some other characters as well). Her mixups midscreen not leading to any aerial is a problem, 5B->6A not comboing anymore makes things harder. Because of the 6C buffs, Tao has a better coner carry now, maybe now she's a "only coner" character. --- Not really liking those changes. It's not even a matter of Tao still being good or not, but she already had super limited combos options and was kinda boring and now they take out every single midscreen combo option without meter? Also 5B->6A not comboing anymore means that or 5B level attack decreased or 6A is slower...and both possibilities are horrible, specially the 5B one.
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The only thing I know that she somehow will have a loop like every other BB, but with the changes so far...I want to drop her even more than before. However, this is just the first loketest...so I'll wait until the final version.
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http://generalnantoka.blog35.fc2.com/blog-entry-535.html -5B->6A doesn't combo against grounded characters (wat). -3C has more comeback, it's even hard to hit all the 3 hits midscreen. Only combos with 22C in the coner (wat²). -Combos in general seems to have less prorate. A 2B->5C->5D->RC->6A in CS2 would do 2800, but it does 3200 now. So...how does Tao combo midscreen without meter now?
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Lots of posts in Tao jbbs thread are talking about a possible coner loop with 6C. Like j.D CH->6CxN->236CC->finisher or j.C CH->6C->Nekottobi (?)->6Cx3 or 4. It's nothing really confirmed though. *I don't know what Nekottobi is, but my friend that translated it said it's not AB2. *Tao jbbs thread if anyone wants to see (the last posts have most of the information): http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1307471142
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Tao gameplay after 3:30 : http://www.youtube.com/watch?v=8PqMQqsyIEE&feature=player_embedded It seems that you can at least use one j.8D~A in some combos, but I'm not sure what starters we will be able to do it. In the third round you can see the j.D CH wallbounce...it seems that you can't combo after it midscreen...that's really depressing. I hope I'm wrong.
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Not that huge j.C->5B->3C etc does 3,7k midscreen without the loop. Even so, some setups really got a significant damage nerf with this like 6A, any drive hit and etc...I'll miss 3k after a 6A.
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Most of changes are in the image that XDest posted, the hexa-edge one was taken by Nikki from JBBS (I don't what post though) One more change: -j.8D hitstun decreased, the loop doesn't work anymore (who didn't see this one?) So far, the changes don't really excite me...Tao still seems to play the same way with the same combos without the loop...I was at least expecting they to make j.B useful for combos, but of course the loketest isn't over yet and there may be more changes.
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If I'm not wrong, the hitstun nerf about j.D is only if they are standing/crouching...I think the hitstun is still the same when it hit jumping characters. One more change: -Hexa-Edge doesn't wallbounce anymore And great, the only thing that j.B was useful for is gone. At least I hope they increase the damage of Hexa-Edge itself.
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Oh yeah, forgot about the throws...that's really helpful, but 6B P1 prorate is still kinda shity, so I don't really think it will be that good buff unless they also change its prorate. And ops, my mistake, it's really only j.D...But I'm pretty sure that the "lag-time" is hitstun...and it makes sense because of the j.D~B->5B->5C->j.D~B loop.