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Everything posted by Cryingvoid
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Is 6694 dmg really bad for 6C starter?
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Wow! Awesome setups! I guess, it is perfect against recovery-mashing, when 'throw reject miss' can occur. However, I also mash recovery, for sudden chance of blue (black) beat escape (if the opponent messes to blue beat, that is).
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Kinshin Let me add some piece of advise. First of all, as for a beginner, the best is to step-base your tanning (as you have already started). When I was learning Tao in CT, I didn't even consider her harder combos (all with d~b cancels) for usage. I started with basics, mastered them and played online for a week or two. When I came to understand, I am quite good at Tao's movements and mechanics, I took on some intermediate combos, and found it was already not so impossible for me as it seemed in the beginning It took me a day of sheer practice to get the basic taunt combo starter (5B, 6A(1 hit), JC, j.2d~b). What is important, that is determination. You shouldn't instil yourself of Tao's difficulty and impossibility. Tell yourself, that it is easily timed and executed, and surprisingly it will become so. Any combo is just a combination of inputs with the right timing, nothing more. Think about that. And don't give up
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Loops on Tager were insane! ) Also, I pretty much admire mixup & crossover techniques with 2 charge -> 8D. Those are really confusing for the opponent. But I still don't quite understand the meaning of Sticky Kitty mixups. What is the point of smoking out your opponent of the corner with j.214D?
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BTW, 22C-fail frequently occurs due to online lag, when your input of 214214 is yet to take effect, you rush the C on the wrong (earlier than needed) frame. Hence = 2142C.
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That's because you don't value tuna that much
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I am now in the middle of TL learning process, and I feel I almost got the general rhythm and delay. I already managed to execute a deal of TL sections, but the problem is that I use a pad (Dualshock 3). I really feel that most times I drop the loop due to inaccurate execution of 214 on pad. So the stick is really a whole world of difference from the pad, and you basically do want it for TLooping and other expert playing?
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I have a request to the superiors to write about the just 6C usage for this thread. Since neither CH 5B, nor CH 5C connect to it any more, is it doomed to randomness?
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So the 2A proration influence is a reasonable sacrifice here. Got it, that's what I wanted to hear.
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I frequently see experts starting their TL combos and distortion-ending strings with 2A (e.g.: 2A, 5B, 5C, 2C, 326326D;; 2A, 5B, 6A, JC, 2d~b, TL etc.). What is the purpose of this 2A starter? Isn't is bad in terms of proration? Isn't it better to start everything with just 5B? Or does 5A stand there for it's startup and low block only peculiarities only?
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XDest Thanks for the support! Shall I update the first post? UPD: if the thread is to be approved, then it would be best to rename it into: [CS Edition] Taokaka intermediate/advanced offense guide
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Foreword: as far as my BB:CS is still weeks-of-overseas-shipping-away from me, I have no other option than to examine Tao play on youtube and such. And what got my attention, even earlier in CT, was her component techniques. These are the complex moves with mostly 2 inputs, combining her normals/drives/d-cancels/specials into something that clearly looks a brand new move! And with CS improvements those component techniques increased in number. I honestly understand that what I'm going to talk about might (must) have been already discussed in general strategy thread, but no thread so far to summarize them up and point them out. I also was willing to name those techniques (if they haven't been yet), so it is up to moderators to decide, whether to delete this thread or to let it live. So, I shall begin. Taokaka Component Techniques: 1) Kitty Scissors (direct): 5d~c (hit), 2d~b (hit) - offensive/manoeuvre move. Mostly used in block strings. Pretty safe and rewarding if counter hits on 2d~b part. It can be easily followed with 5a, 2a, 5b, 2b, 3c or 3c combos and strings. Most characters can interrupt the trick with 5a/2a (after 2d~b) especially when blocked (Tager even can 720 that), so the technique is not to be abused, nor randomed with experienced players. 2) Kitty Scissors (inverse): [when close to the opponent] 2d~b - manoeuvre move. *if executed while forward dashing or running, the range is significantly increased. The move immediately gets you behind the back of your opponent in 'ready to attack right away' state, and is perfectly followed up with j.c and hence - any combo you like. It is easily executed but a bit complicated in terms of space calculation: if you fail the spacing and happen to end not behind, but before your opponent, then you'll be greatly punished (since Tao turns around either way, the opponent will face your back this way). 3) Kitty Boomerang: [when close to the opponent] j.d~b, j.d~b - manoeuvre move. One of CS improvements allows you to pull out than trick. Instead of landing or hitting behind, you confuse your opponent by returning to your previous location. Since the b-cancel parts are mostly invulnerable, this move is pretty safe and rewarding (you can follow up with j.c just as in Kitty Scissors inv.). 4) Kitty Wall / Ball-Wall: 214c, (6c, 66) x n loop - offensive move. Literally following the ball with 6c hits. Thanks to decreased start up of both 214c and 6c, this move creates 'a huge hitbox wall' closing on the opponent, making it difficult to counter because of the ball, hence forcing him to jump you over. 5) High-Spirited Kitty!: 214d, 236b x n - offensive move. Kitty Leap, followed by CS2 right away. The main peculiarity of Kitty Leap is its unique and mostly safe angle. Most Tao-experienced players expect you to attack from above, closing in on them with your double jumps or jump drive cancels; hence the straightforward Kitty Leap is always a surprising range for them. If followed up by immediate CS2, it can serve you a nice and unpredictable random move, confusing your opponent and breaking his pace. _______________________________________________________________ I figured out 5 Component Moves so far. If anyone knows more, let's reveal them, describe them and name them! Information will be stored in the first post, making it simple for others to check. Anyways, let moderators judge me, but in my opinion this way will be easier, than to search for those moves through 50+ pages huge strategy topic.
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They looked too scared of you. There have been chances to fight back, unless they are Tao-inexperienced at all. Don't understand... you used a computer graphic card to catch your XBL replay video? Any link for further info on how it works?
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Feasting upon newbies' meat, aren't we? ) btw, how did you bring your replays onto youtube? via camera or what? The idea to shoot the TV screen while replaying doesn't sound much fun -_-
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Lol, it feels like trolling is a compulsory part of Taokaka expert play :3 PS: btw, did her drive/drive cancel movement techniques ability improved in comparison with CT? I know that I may be a weenie here, but it must have not been all that easy to drive-runaway form Band and fool him all match long in CT like that.
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lurch_E_bean Thanks a lot! That's a pity, CS Tao's air combos with 6 drives in a row don't work in CT. I found one nice CT air combo though, but it is corner only: 2d -> 5d~c -> 2d~a -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb, but it can be a taunt combo ender only for huge hitboxers (that becomes an honest 5000+ damage). Others hitstun-recover midair. Also midair windows are extremely tight -_-' Also it appears that double taunt combos (... taunt -> 214d -> 2d~b -> taunt -> 326aa ...) don't damage-differ much from single taunt combos (... taunt -> 236cc ... / ... taunt -> 214d -> 5c ...) because of the damage-proration 236aa gives. It literally steals second taunt 10% damage advantage. So not much sense to them.
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I hate to sound necro, but there is a couple of questions concerning CT Tao's advanced stuff. 1) 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 (3991) Is this combo universal against all characters? (let Carl be) Is there no mistake in the underlined part? Shouldn't in normally be 2d~8 -> j.d~a -> 8d~6 -> j.c -> 8d~6 -> j.236b -> j.236bbbb ? 2) I'm still using basic air combo strings 2d~8 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbbb - against huge hitbox chars; and 2d~8 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bbbb - against small hitbox chars. I'd like to upgrade my air combos to more advanced ones, but there are plenty of strings, I am confused. What stable advanced air combo can be recommended as universal solution? PS: I'm sorry if it has already been discussed, but the topic is 51-page huge, so if anyone is willing, please help with answers. Thanks in advance.
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Oh, so here is that topic! PSN: Cryingvoid Location: Moscow, Russia Everybody is welcome to invite me mashing at CT (now) and at CS (is some weeks, when the US-version will have been shipped).
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Oh, fellow, they are. Remember CT's Tao's (3ะก -> D~6 -> j.C) x n standard horizontal drive loop. Tager eats 4 loops; Ragna eats 3 loops, Jin eats 2 loops, and Noel eats 1 loop, if you are lucky. (Carl eats not a single).
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Wow! your nickname sounds like a religious branch! I like that. You accept any newcomers? Let's mash in CT at PSN sometime, bro!
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And that's the very reason I try to tame the said taunt loops in CT now ~_~ j.C -> 236B linkings won't save us in a couple of weeks T_T UPD: I've just been visited by a thought, that taunt loops are impossible in CT, meaning there is a reason why I now sit and think "I managed to land the first taunt in the loop, why the hell the second one won't connect?!" lol on me...
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So this was that basic ultra low taunt combo after all... when I was one step away from discovering handier input T_T I need a piece of advice, in the following combo string: 3C/6C -> 5D -> JC -> 236B -> 2d~B -> 5C -> 2D etc., is it reasonable to input taunt instead of 5C, or no significant damage change?
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I basically got a grasp of taunt loops' rhythm in some situations, and I can insert taunt into 3C/6C -> 5D -> JC -> 236B -> 2d~B -> taunt etc; and 4B+C -> 214D -> j.2d~B. But the underlined string confused me a bit - 5b -> 6a -> JC -> j.2d~b -> taunt -> 214d -> j.2d~b -> taunt - if '6a' is 1 hit, then 'JC' doesn't connect; if '6a' is 2 hits, then 'j.2d' doesn't connect (I practiced against Jin, is it again about slim chars' specifics?)
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lurch_E_bean Oh, you are right, it was a rapid. The video was an arcade cabinet camrip with shitty sound and picture >.<
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Is there a video with CS Tao's complete combo set?