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kataridragon

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About kataridragon

  • Birthday 10/24/1989
  1. O_O Woah!!! New Ab2 enders!!! I havent been here in a bit after the lok told me rachel was getting buffed. I need to hop on these enders like Taos 214214c. Also I feel better knowing ragna is hard to combo ab2s on. I used him for meat. Edit: Omg Lurch that is so good. A mid screen ab2 like that. My mind is blown.
  2. Tiers assume someone plays a certain character perfectly. However people arent perfect and make bad decisions..... then 720 pwn happens. Duh more j236bbs! I can be pretty brainless when i make posts. I just hope we get better combos and that the new 5b helps with being a bit safer.
  3. I think most people will see that^^^ its in the Gameplay discussion section. No more tloops needed I hope her new j.b is good.... I wounder if i should play tao differently now though
  4. I wonder how taos new j.b will pan out Im thinkin 236b jb 236b jb 236b?
  5. I am kinda sad about the loop going i worked hard on that (just to lose anyways) but i dont really care since my girl rachel is getting pimped
  6. The way I see the changes is that top teir gets nerfed, bottom teir gets buffs and the unbalanced get changed. Ragna down Rachel up and tao modified.
  7. EEEsh this is crazy. I wonder how the new tao is gonna work out. But now I can play as Rachel again soon and Valkenhein. Plus hazamas getting nerfed a bit. So yay!!! Edit: A better tsubaki is cool to now I might think about playing as her.
  8. The more I play this match the more I beleive Hazama is something of Tao counter. Trying to get in with Tao can be extremely hard. His drive out does taos approaches. His flash kick keeps tao from using drive mixups. Her combos dont work effectivly against hazamas small hitbox. However now there is a hazama specific tloop. Does anyone have any better strats against Hazama this besides baiting?
  9. I play on a console with my taunt set as the SF equivalent of roundhouse. Im not sure how easy it would be for me to tloop in an arcade. I'll probably embarrass myself if I ever find myself in that situation . Good thing most tourneys are for consoles these days.
  10. Ok this is what I always thought should happen when you do the ab2 ender. In our version we hit once with the 236c and time it so it takes them the most amount of time for the opponent to hit the ground and the second image doesnt hit. In this version the first 236c hits once and throws them on the ground then the second hits twice, once with Tao then again with the after image. Since the after image hits later in taos recovery the hit stun is extended. Edit: It probably makes the timing for 6c, 6c way easier. Oh cool also in that vid he does a hexa-edge connects then rapids into a 6c taunt loop at about 1:14. Also he goes for a different oki approach a, TLoop, 214d, 2d~c, 5d~a, 2a (1hit) JC, 236bbbbb. Could be easier then current way just different i guess. EDIT AGAIN: I have tested the hexa-edge, RC, 6c concept. Notes: You can't let hexa-edge's last hit connect, it prorates too hard. So rapid on 4th hit of hexa. Opponent must be in air, Example 3c, jumping. All combos were done on bang. There is plenty of time for 6c after hexa. So far 6c hexa taunt loop doesn't work to well. It does a little less damage and wastes meter. 5b, 2a, doesn't do very good damage only 3801. 3c seems to be a good idea since it puts them into a taunt-able state but its still expensive. Works well away from wall as opposed to just 5d~b after 3c in the corner. 3c, 236236d, Rapid on 4th hit, 6c, loop x 4, 5c ender. (4449) (I couldn't land last hit of 236bx5) If you catch them with hexa-edge while they are in the air you can go ahead and rapid, 6c, tloopx7, 5c ender and net yourself a 5474, it builds about 42 meter. Everything else wont really work because for this to happen they must be juggled or not on the ground. Meow!!!
  11. @SushiMooshi What you said is common knowledge. Im pretty sure most people reading this thread or view this forum period knows this. I suggest you read the rest of this thread (I know its a lot). Another good way to set that up is to do cat jump (214d) then while in the jump do a 236bbbbb for that wallbounce. You could even try a 2d~a, b or c then go for a 236bbbbb. there are many options.
  12. Ya Riku TK that last cat2 takakaism says 2368bbbbb but 2369bbbbb works as well. Continuing on. I was thinking, what would be the best combo from a dead angle? Is it cancelable like regular drives? It could be well worth it if lets say haku jumps in for a j.b to a block~dead angle for whatever damage. I would test this myself but i probably wont get any game time today.
  13. Ok So its 6c, Tloop x9 (keep opponent low), ab2, taunt, 236c, 6cc (dont hit the second 6c at the same time as the after image from the first 6c), SJ (backwards), 236b x5, 236b x5, 2369 x5. Im having touble getting my 6cc to combo after my ab2 taunt it always bluebeats on me... Edit: Ok so you dont have to stop at 9 loops. you can do all the loops before ab2. Maybe my timing is just shit....
  14. Ok so I have a lot of experience with this match. Tips: Be careful not to drive into hazamas "flash kick". On counter it can do decent damage and combo into distortion. "Flash kick" is probably his best move in this matchup. Watch out for snakes when trying to get in. Once again mind your drives so you don't get countered. His sweep (3c) has great range but if you can predict it you can crush (Tekken term) his 3c with a 6b. But sometimes tao will hop directly over him. Be aware. Hazama does not combo well while he is crouched because a 5b 6a loop wont work. The first hit of 6a will miss. Try to counter hit him when he is snaking around with a well timed 2d~a for a counter or j.c. My guess is that this match is not in Taos favor...
  15. ^^^cool last night i thought doing an oki ender into ab2 would be good but it seems as though the hakumen took less damage from it, only 7k. Its in the nico vid
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