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KM Riku

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Everything posted by KM Riku

  1. @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).
  2. You are probably jumping after the 2D~C, it's not that rare to happen. However, I don't delay the 8D after the 2D~C, usually I put the stick into 8 right after the 2D~C. I don't remember if it's like that in CS1.
  3. If you are talking about that anything->5C->j.5D~B->5B->5C->j.5D~B->anything, it only works against crouching characters.
  4. 5D~A/C are both safe on block and because of IB nerf Tao pressure in CS2 is really safe (seriously, you see japanese players using 5D~A a lot to pressure in CS2). Charging her C moves in her blockstrings that is fucking unsafe when your opponent can just jump/backdash and punish you...it's not worth risking it for just one prime. Also her moves that break primes are very predictable, your opponent have a lot of time to barrier it if they only have 2 or 1 primes. @Shirohane: never noticed that, but I don't think it'll do much difference.
  5. Go to hitconfirm, which is a brazilian forum about BB/GG/3S. CS1 is little dead now because of CS2, but once the patch is up there'll a lot of people to play with and connection against brazilians is pretty good usually. We also have a msn chat if you are interested.
  6. well...2C doesn't fatal unless fully charged, but you can [2]C FC->[6]C midscreen (6C fully charged does wallbounce midscren)...but I doubt seeing this happening unless you guard break (lol guard breaking with Tao). 2C CH still staggers, so you can dash->5B->6A/3C. Taunt's P2 is 20% and her drives now have same-move proration...so using it in her combos is impossible unless you want Astral or you bait a burst and use taunt since it's P1 is still 100% Now that I have played Tao CS2 more and I'm doing her j.8D~A loop with dash constantly, I'm going to write more impressions: -Tao, in general, feels easier to play since her combos are less character specific because of j.2D/8D direction change, her drive has more hit stun, so doing combos against Hazama/Litchi/Mu isn't a pain in the ass now, and she has more reward after pratical starters than Tao CS1. Even doing 2 or 3 reps of the j.8D~A loop must not be hard at all and the damage difference isn't that big in most of setups. -After playing more, I think that j.8D~A loop is much easier to learn than taunt loop. It's less character specific, have less repetitions, you don't have anything annoying like 6A->JC->j.2D~B, even if you don't do all repetitions the damage difference is very low in most cases and the commands are easier -Even though j.2D~B doesn't cross-up anymore, 214D auto-correction is awesome. Sometimes you may not be able to do a 3C->236A later, but you still can do 5B->6A->loop. Also her throw range is good again, yay :3 -Tao's max damage without gold burst is pretty much 4-5k. Even with gold bursts, her damage doesn't increase that much...so it's not worth using it in the middle of her combos. Of course, this isn't important at all since her damage from more pratical starters increased -The new j.B isn't as useful as I thought it would be. The first hit being a overhead is kinda useful, but the hitbox is not that great to hit crouching characters. At least it's useful to combo after a Hexa-edge. -Another disappointment is that 2C fully charged forcing Fatal is almost useless. In every pratical setup you need to spend 50 meter that you could use for a CA or AB2 finisher and it doesn't add much damage (like...500dmg). [2]C after a guard break would be godly, 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) -The only thing that I don't really like in Tao CS2 is that now her combos are too limited because of Dancing Edge same-move proration and taunt nerf. Even with taunt loop in CS1, you still had some cool alternatives with similar damage in most of setups (like 1 taunt->22C). Now I feel that I'm stuck with j.8D~A loop. Of course, this doesn't make Tao a worse character or anything...just that she's more 1-combo-character than before. -In the end, I feel that Tao CS2 is more confortable to play than Tao CS1.
  7. Some notes in Taokaka frame data: -2C only Fatal if fully charged, otherwise it'll be a normal counter. Also it forces FC in the middle of her combos (like Rachel's j.2C lv.3). -j.8D doesn't have same move proration (lol) -in the ground revolver table, 6C does cancel into Drive.
  8. Usually I wait 1 week to post the videos, but those were too hype: Kohatsu Tougeki Qualifiers: Taokaka (Izayoi Matoi) Vs Jin (Kogatan) Taokaka (Izayoi Matoi) Vs Jin (masuku) Taokaka (Izayoi Matoi) Vs Jin (Rasuki) I came watching those matches.
  9. Updated the other post with the missing information and setups. Now a post about AB2 finishers: AB2 Finisher: Coner only: 5B->3C->AB2->6C->7JC->Cat2->8JC->Cat2->8JC->Cat2 [4800] 5B->3C->AB2->6C->6C->7HJC->Cat2->9JC->Cat2->8JC->Cat2 [5200] *works against Valk, Lambda and Bang 5B->3C->AB2->6C(6C)->...->7JC->Cat2->land->7HJC->Cat2->9JC->Cat2->8JC->Cat2 [5800]. *works against Makoto, Hazama, Jin, Noel, Litchi, Rachel, Tsubaki, Haku, Mu-12. If the first Cat2 hits all five hits, the combo will be harder. Back to coner: j.A->5B->3C (2hits)->[2]8D~B->dash->5B->3C->AB2->6C->7JC->Cat2->8JC->Cat2->8JC->Cat2 [5100] 4B+C->RC->[2]C FC->AB2->6C(6C)->7JC->Cat2->8JC->Cat2->8JC->Cat2 [4400] *does not work against Arakune, Valk, Tao and Litchi. Works against Tager if you HJC. Near Coner: 2A->3C->AB2->dash->3C (1hit)->Cat1->6C->(dash)6C->8JC->Cat2->8JC->Cat2->8JC->Cat2 [4400] 5B->3C->AB2->5D~B->5C->Cat1->6C->8HJC->Cat2->8JC->Cat2->8JC->Cat2 [5100] *works if you are in the middle of the screen, it'll drop with 2A starter, does not work against Lambda, Noel, Platinum and Tager. Works against Bang if you do the 5B while dashing, works against Valk and Arakune if you delay the Cat2 after the fisrt HJC. Combo into Astral: 2B->6A->JC->j.2D~B->taunt->AH *works near or back to coner. 4B+C->AH *works anywhere* And if anyone is curious, Taokaka 8k coner combo: 2[C] FC->[6]C->236[C]C->5D~A->j.8D~A (9x)->2D~C->Gold Burst->AB2 finisher. Credits: Nikki from hitconfirm for helping me with translation. I think I'm done for now, so XDest can create a more organized thread later. If I missed something warn me please.
  10. Sorry for the absurd lack of updates but I'm not having much free time...and I used the last holyday to play AH3 ...even though PSN was down. I'll update the Tao CS2 thread today too. Taokaka (ESP) Vs Bang(ryo-ta) Taokaka (ESO) Vs Jin (Shirushi) Taokaka (Sattsuo) Vs Rachel (IIshii) Taokaka (Sattsuo) Vs Tom (Taokaka) Taokaka (Tom) Vs Rachel (IIshii) Taokaka (Tom) Vs Rachel (IIshii) 2 Taokaka (Tom) Vs Tsubaki (Kuresu) Taokaka (Sattsuo) Vs Litchi (???) Taokaka (Sattsuo) Vs Jin (???) Taokaka (seji^) Vs Hazama (shima) Taokaka (seji^) Vs Makoto (hagi) Taokaka (Izayoi Matoi) Vs Noel (Azuo) Taokaka (Izayoi Matoi) Vs Ragna (ryaku kire sou) Taokaka (Izayoi Matoi) Vs Valkenhayn (sekaiju no miko erein) Taokaka (Izayoi Matoi) Vs Jin (Rasuki) Taokaka (???) Vs Litchi (hane) Taokaka (???) Vs Ragna (???) Taokaka (???) Vs Bang (Zanzan) Taokaka (???) Vs Platinum (???) Taokaka (ESP) Vs Tager (Akira) Taokaka (seji^) Vs Hazama (Hayato) Taokaka (ESP) Vs Bang (judo^) Taokaka (ESP) Vs Makoto (eito) Taokaka (ESP) Vs Mu (keba) Taokaka (ESP) Vs Litchi (Kimura) Taokaka (ESP) Vs Ragna (ora) Taokaka (ESP) Vs Litchi (Kimura) 2 Taokaka (Izayoi Matoi) Vs Jin (???) Taokaka (Izayoi Matoi) Vs Lambda (Tsukasa) Taokaka (Izayoi Matoi) Vs Litchi (Galileo) 3: A-cho (most of Tao matches are Izayoi Matoi playing, check the comments to see the time of the matches): 03/21 3on3: http://www.youtube.com/watch?v=bpb0OisbiFI http://www.youtube.com/watch?v=6p8YxgLdT3g http://www.youtube.com/watch?v=r1qhq0YrsHU http://www.youtube.com/watch?v=qI1T2i0IXhI http://www.youtube.com/watch?v=-4ukIcLMoFo http://www.youtube.com/watch?v=-4ukIcLMoFo http://www.youtube.com/watch?v=o-NmtFNvx9M http://www.youtube.com/watch?v=8_XfTw4yyT0 http://www.youtube.com/watch?v=EkxTUcLvS6Y http://www.youtube.com/watch?v=0evXvofh9-k 03/24: http://www.youtube.com/watch?v=bmtSG85I7Ms 22º a-cho ranbat: http://www.youtube.com/watch?v=oJMR9fqqPns
  11. The thread now is too...how can I say it..."polluted". Probably it would be better to XDest recreate a more organized thread like the CS1 one after I update the combos.
  12. Not being boring or anything, but it's missing a lot of information and some are even wrong. You could have asked help to build this thread since it's pretty difficult build one. So I will add things myself (I'll do it in my way. If you want to convert it to XDest way, you're welcome) j.8D~A loop (j.8D~A->dash)xN Yeah, you need to dash between each j.8D~A for max reps (there's no need to dash in coner) . However, some setups you can do it without dashing if you do less j.8D~A's, most of those setups only need to remove 1 j.8D~A, which makes the combo fucking easier and the damage difference is ~100 for every setup (for example, j.C->5B->3C->etc does 3890 with 3 reps and dash and 3810 with 2 reps and no dash). Top players like Tsujikawa use some setups with less j.8D~A's to make the combo easier even when dashing. The only setups that have some significant damage difference if you don't dash are Drive CH, 6C CH and 3C starter j.8D~A loop finisher: BnB midscreen/coner: ...->2D~C->j.8D->j.5D~6->j.C->j.8D~6->j.3D->Cat2 Coner/Near coner only: ...->High jump->Cat 2 (2 hits)->j.5D~B->j.2D~C->Cat 2 (oki finisher) ...->2D~9->j.9D->2D~C->j.C->6D->j.C->9D->Cat2 j.8D~A loop starter: Midscreen: 3C->Cat1->5D~B->5C->j.8D~A loop 3C->RC->5D~B/j.4D~B->5C->j.8D~A loop (use it if you are too far for the above setup) 6A (2 hits)->j.8D~A loop 6B->22C->6D->RC->6A->j.8D~A loop 6C(CH)->dash/5D~B->5C->j.8D~A loop j.5D~B Air-to-Air->5C->j.8D~A loop j.4D~A CH->dash->5B->3C->Cat1->5D~B->5C->j.8D~A 2D CH->j.4D~B->5C->j.8D~A loop 4B+C->5B->5C->j.8D~A loop 4B+C->22C->5D~B->5C->j.8D~A loop 4B+C->RC->6[C]->2[C] FC->5D~B->loop j.B+C->5D~B->5C->j.8D~A loop 236CC->5D~C->j.5D~B->5C->j.8D~A loop Gold Burst->5D~B->5C->j.8D~A loop Coner: 3C->236CC->5D~A->j.8D~A loop 3C->2C->5D~A->j.8D~A loop B+C->j.4D~A->5C->8D~A loop B+C->j.4D~B->22C->5D~A->8D~A loop Number of j.8D~A list: Midscreen: 6A: 6x [3310] 5B->6A: 6x [3460] 5B->3C: 6x [3974] j.B/C->5B->6A: 5x [3458] j.B/C->5B->3C: 3x [3983] 6B->22C: 3x [3070] 6C CH: 6x [5C route:4281 j.5D~B route:4407] 2D CH: 6x [4205] 236CC: 3x [3573] 4B+C: 2x [22C route:2900, 5B route:2810] 4B+C FC: 3x [3358] j.B+C: 4x [4137] Gold Burst: 5x [3516] Coner: 5B->3C->236CC: 5x [4600] 5B->3C->2C: 6x [4584] j.B/C->5B->3C: 4x [236C route: 4491, 2C route:4329] 6B+C: 3x [j.4D~A route:3872, j.4D~B route:3900] *This is listing the max reps, but in some setups I recommend to do 1 less j.8D~A to make the combo easier even if you are dashing...sometimes it's not worth risking for ~100dmg.
  13. Yes, you can crawl->3C Valk's 6C
  14. Preview of CS2 Combo video I'm making . If anyone have combos to suggest, I appreciate it :3 obs1: The preview was supposed to only have 1:18, but I did a little mistake obs2: Yeah, I fucking love Gash Bell and I didn't resist to put that music obs3: Remote joy + arcade stick rocks Taokaka (Tom) Vs Chin (Hakumen) Taokaka (Meinia) Vs Litchi (NEO) Taokaka (Meinia) Vs Mu (AKI) Taokaka (Meinia) Vs Jin (Miu) Taokaka (Sattsuo) Vs Lambda (Antei^) Taokaka (Tamo) Vs Ragna (HARA) Taokaka (Sattsuo) Vs Ragna (HARA) Taokaka (Tamo) Vs Tager (Bobu) Taokaka (Sattsuo) Vs Valkenhayn (Nao) Taokaka (Tamo) Vs Bang (Ogasawara Shouko) Taokaka (Sattsuo) Vs Noel (Shubin) Taokaka (Sattsuo) Vs Bang (Ogasawara Shouko) Taokaka (Izayoi Matoi) Vs Mu (???) Taokaka (Izayoi Matoi) Vs Arakune (???) Taokaka (Izayoi Matoi) Vs Noel (???) Taokaka (seji) Vs Arakune (tada) Taokaka (seji) Vs Valkenhayn (tochigin) Taokaka (seji) Vs Noel (KOGY) Taokaka (seji) Vs Rachel (YAMA) Taokaka (Tom) Vs Litchi (Kimuraichi) Taokaka (Tom) Vs Valkenhayn (Tochigin) Taokaka (Tom) Vs Tager (Tiku)
  15. Short answer: No Long answer: No Tao needs drive cancels in her combos even more now because of DE same move proration and her 3C not being Drive Cancelable anymore. And I already said this to you, but...if you can't drive cancel in her combos and don't want to learn it...change your mains because you won't do any progress playing Tao without using her drive cancels.
  16. My problem usually is not hitting the fourth j.8D~A, but hitting the 2D~C/fifth j.8D~A after it...it doesn't hit no matter what I do. After the fourth j.8D~A, I tried to a neutral 2D to see if I was doing the cancel too early...but it was not the case. Anyway, 6A->j.8D~A (3x)->finisher does 3k and doing all the 6 j.8D~A does 3.3k...it's not a big difference and doing only 3 times midscreen is safer. All other midscreen setups is 3 reps or less. Edit: Okay, after some more testing...doing j.C->5B->3C->236A->5D~B->5C->j.8D~A (3x)->finisher against some character can be a little annoying (...Hazama for example), however the combo works without problems using only 2 j.8D~A for 3,8k. The damage difference is less than 100 and is more confortable to do. Edit2: Forget what I said in the first edit, her 2D can be done a little faster than the j.8D~A and I was doing it too late.
  17. You are doing it too fast, keep holding 8 or 9 (I think 9 works better midscreen, but I can't test it right with PSP Fat pad >_>) and press D~A when the opponent stops spining and fall. I still have problems doing more than 3 j.8D~A in a midscreen combos though >_>
  18. Doing a combo with more than 3 j.8D~A midscreen is very annoying. The first 3 j.8D~A pretty much have all the same timing, but after the third one you need to delay the next j.8D~A/2D~C more for each repetition...but most of pratical miscreen setups only use 3 j.8D~A (with the exception of 6A that you can do it 6x, but the max I got midscreen was only 4). Also another midscreen problem is that sometimes after 2D~C you need to jump before doing 8D~6, otherwise it will miss...but until now this didn't happen too much. However, in the coner it's pretty easy and fun :3 In general I wouldn't say that j.8D~A loop is harder than taunt loop, but I think it's easier to screw it up. Edit: My friend took some Tao matchup chart done by 3 players from jbbs: \|Rag||Jin||Noe||Tag||Tao||Rac||Ara||Lit||Car||Ban||Hak||Λ11||Tsu||Haz||μ12||Mak||Val||Pla| 猫|6.0||4.5||5.5||6.0||-.-||4.5||5.5||6.0||5.5||6.0||6.0||6.0||5.5||5.5||6.0||5.0||5.0||6.0| 猫|5.5||5.0||4.5||6.5||-.-||4.5||6.0||5.0||5.0||6.0||5.5||6.0||5.0||4.5||5.5||4.0||5.0||5.5| 猫|5.0||4.5||4.5||6.0||-.-||4.5||6.0||5.0||5.0||6.0||5.5||6.0||5.5||4.5||5.5||4.5||5.0||5.5| Kinda surprised about Tao having such good matchup against Arakune.
  19. Any explanation how the fuck combos starting with j.C and j.B are doing so much damage even without the loop now (3,7k midscreen without loop? That's even more than we could do in CS1 with taunt loop)? In coner, a combo with a j.C starter does the same or even more damage than a 6C starter combo (~4,2k if I remember right) About Tao matchups, seeing from the videos I would say she might have a slightly bad matchup against Rachel and Jin. Not sure about Makoto...it seems more like...until she catches you, Tao has the advantage...but in the moment she catches you, hope to have meter for a CA or to your opponent to screw up the pressure...it was good to crawl her 2A 3:. I would say or it's a slightly good matchup for Makoto or even.
  20. I played a little of CS2 in my PSP (for god sake, the PSP 1000 pad is horrible). Here some notes: -Taokaka combos in general are less character specific, doing combos against Hazama and Litchi is not horrible anymore. Also I think you don't need to delay j.8D too much after a j.C. -j.8D~A is not difficult if you already knew taunt loop. I still have some problems doing it midscreen after 3 j.8D~A (also this shitty pad is not helping), but most of midscreen setups only use 3 or less anyway. In the conner is much easier to do it. -You can j.B+C->RC->[2]C FC just like you can do using 4B+C. As follow-up, midscreen you can use 5B->5C and 6C in the coner/back to the coner (if you do it earlier). I couldn't test it very well, but from what I saw it's not worth speding 50 meter that you could use for CA or AB2 combos. -The j.D nerf isn't as bad as I thought it would be. In my opnion, this nerf will only make the Hazama/Arakune matchup a little more annoying. EDIT: -I thought about posting her challenges here, but they even worse than CS1 challenges -As I feared, j.2D~B doesn't cross-up anymore 3:
  21. Thx for the names, Ronove :3 And, once again, sorry for the lack of updates. I'm not having much free time, not even for play 3: One day I'll update the first post. *for some motive, pktazn is not writting the players' names anymore and with my limited japanese, it's kinda hard to read some kanji names* Taokaka (BLOOK) Vs Rachel (Karune) Taokaka (BLOOK) Vs Rachel (???) Taokaka (BLOOK) Vs Taokaka (Kumi-kun) Taokaka (BLOOK Vs Makoto (Roku) Taokaka (Kazuhira) Vs Hakumen (Ito Kanae) Taokaka (Sattsuo) Vs Mori (Arakune) Taokaka (Sattsuo) Vs Tager (Akira) Taokaka (Burukku) Vs Hazama (Kagetsu) Taokaka (BLOOK) Vs VER (Arakune *LOOOOOOOOOOOL* Taokaka (aze) Vs Tager (buru^hawai ) Taokaka (Seji) Vs tamotsu (arakune) Taokaka (Seji) Vs Mu-12 (Maguro) Taokaka (Seji) Vs Litchi (Kimura) Taokaka (Izayoi Matoi) Vs radeittsu (Litchi)
  22. Nagoya Street Battle - Team Kitty Vs Team Tsuji Team Kitty: Tao (Whistler)/Tao (Satsuo)/Tao (Izayoi Matoi) Team Tsuji: Platinum (Masayan)/Valk (kubo)/Makoto (Tsujikawa) Such an epic team . I'll try to search for more matches from this team in the archive. Seji Vs surippa (Platinum)/hayate (Hazama) Seji Vs R-1 (Noel) ESP Vs odanobunaga (Tsubaki) ESP Vs owata (Tager)/yuu (Noel) ESP Vs ko^ji (Ragna) RAN Vs kuro sa yume (Platinum) / Tom Vs kamichan (Makoto) / Tao Mirror RAN Vs hokuto (Hazama)/konkon (Jin) I'm going to update the first post tomorrow or sartuday.
  23. Total Resource Management Technology roadmapping Time Reversal Mirror Teleradio Moldova Thermal Remnant Magnetization Trimley railway station TRM, a tank engine The Rugrats Movie () The Running Man Trading and Risk Management .... or it could be just Throw Reject Miss
  24. Very good guide :3 Against Noel, usually I use: -> j.B+C->22C->2D~6->2D~C->2D~A->8D->6D->j.C->9D->3D->j.236B->j.236Bx5 (~4000) Also, while crawl can be very good against characters like Bang and Makoto, it's pretty useless against Arakune and it's very risk using against Litchi.
  25. I'm sorry for the lack of updates, but I was pretty busy and I'm going to travel: Izayoi Matoi Vs Galileo (Litchi) Izayoi Matoi Vs fuwaria ( Carl ) Izayoi Matoi Vs asou ( Rachel ) Izayoi Matoi Vs rakki^ ( Litchi )/kanata ( Ragna ) shiwaki Vs tochigin ( Valkenhayn ) RAN Vs Hiro ( Makoto ) / satsuo vs te ^ in ( Platinum ) satsuo Vs Hiro ( Makoto ) satsuo Vs jinpuu ( Platinum )/kya^rochasa^n ( Hazama ) ESP Vs yoshiki ( lambda ) ESP Vs akira ( tager) BLOOK Vs Matsu (Rachel) ESP Vs zanzan (Bang)
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