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Stan McJeeves

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Everything posted by Stan McJeeves

  1. That would probably a good idea once he comes around.
  2. Like I said, these are basically just some notes I jotted down while playing, but I am thankful for your post. Going to update the original post. Also, if you need any help with Japanese translations, I may be able to help somewhat, as I'm able to read Japanese to a certain extent.
  3. New loop:j.8D~A loop (j.8D~A -> dash)xN You'll need to dash between each j.8D~A for max reps (although there's no need to dash in a corner). However,You can do most of the setups without dashing if you do 1 less j.8D~A in the combo, which makes the combo much easier, and the damage difference is only ~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). Even top players like Tsujikawa use some setups with less j.8D~A's to make the combo easier. The only setups that have some significant damage difference are Drive CH, 6C CH and 3C. j.8D~A loop starter: Midscreen: 3C -> 236A -> 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 Corner: 3C -> 236CC -> 5D~A -> j.8D~A loop 3C -> 2C -> 5D~A -> j.8D~A loop 5B -> 3C -> dash 5B -> 5C -> j.8D~A loop 5B -> 3C -> 236C x1 -> 5B -> 5C -> j.8D~A loop 5B -> 3C -> 236C 5D~A -> J.8D~A loop (works on Arakune up to 8 reps) 5B -> 3C -> 236C -> 5D~A -> j.8D~A loop *Tager specific B+C -> j.4D~A -> 5C -> 8D~A loop B+C -> j.4D~B -> 22C -> 5D~A -> 8D~A loop B+C -> j.4D~A -> 5D~A -> 5C -> j. 8D~A loop B+C -> j.5D~A -> 5D~A -> 5C -> j.8D~A loop *Valkenhayn specific 6B+C -> 5D~A -> 5D~A -> 5C (works on Arakune as well.) j.A -> 5B -> 3C -> [2]8D~B -> 5C -> j.8D~A loop *Back to corner j.8D~A loop finisher: BnB midscreen/corner: ... -> 2D~C -> j.8D -> j.5D~6 -> j.C -> j.8D~6 -> j.3D -> 236B x5 Corner/Near corner only: ... -> High jump -> 236B x2 -> j.5D~B -> j.2D~C -> 236B x5 (oki finisher) ... -> 2D~9 -> j.9D -> 2D~C -> j.C -> 6D -> j.C -> 9D -> 236B x5 Number of j.8D~A list: Midscreen: Starter: number of reps [damage] [heat gain] 6A: 6x [3310] [40%] 5B -> 6A: 6x [3460] [42%] 5B -> 3C: 6x [3974] [45%] j.B/C -> 5B -> 6A: 5x [3458] [39%] j.B/C -> 5B -> 3C: 3x [3983] [45%] 6B CH: 2x [2640] [34%] 6B -> 22C: 3x [3070] [29%] 6C CH: 6x [4407] [45%] 2D CH: 6x [4205] [46%] j.D~B: 6x [3593] [42%] 236CC: 3x [3579] [42%] j.C CH air-to-air -> 5C: 7x [4447] [44%] j.B CH air-to-air: 7x [4363] [42%] j.4D~A -> dash -> 5B -> 3C: 4x [4295] [46%] j.4D~B air-to-air -> 5C: 10x [5073] [53%] 4B+C -> 22C: 2x [2900] [36%] 4B+C -> 5B: 2x [2810] [37%] j.B+C: 4x [4137] [43%] Gold Burst: 5x [3516] [42%] Corner: Starter: number of reps [damage] [heat gain] 5B -> 3C -> 236CC: 5x [4600] [49%] 5B -> 3C -> 2C: 6x [4584] [51%] 5B -> 3C -> 236C -> 5D~A: 7x [4712] [52%] 6B -> 3C -> 236CC: 3x [3590] [46%] 236CC: 6x [3955] [45%] j.B/C -> 5B -> 3C ->236CC: 4x [4491] [49%] j.B/C -> 5B -> 3C -> 2C: 4x [4329] [51%] 6B+C: 2x [3888] [42%] j.A -> 5B -> 3C -> [2]8D~B -> 5C: 3x [3730] [42%] *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 dropping the combo for ~100dmg. For each omitted j.8D~A, subtract 2-3% heat gain. Oki combos: Near Corner: 6A (1hit) -> 5D~C -> j.D~B -> land -> 5C -> 9JC -> j.C-> 236B x1 ->3D -> 236B x5 3C-> 236A -> 5D~C -> j.D~B -> land -> 5C -> 9JC-> j.C-> 236B x1 -> 3D -> 236B x5 Oki combo damages: j.C->5B->3C->... = ~3100 j.C->5B->6A->... = ~2600 2A->2B->6A->... = ~1700 AB2 Finisher: Corner only: 5B -> 3C -> AB2 -> 6C -> … Route ... -> 7JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [4800] ... -> 6C -> 7HJC -> 236B x5 -> 9JC -> 236B x5 -> 8JC -> 236B x5 [5200] *works against Valk, Lambda and Bang ...(6C) -> ... -> 7JC -> 236B x5 -> land -> 7HJC -> 236B x5 -> 9JC -> 236B x5 -> 8JC -> 236B x5 [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. 6B+C -> 4D~A -> AB2 -> 5B -> … Route [~5300] ...-> 236A x1 -> 236C x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *everybody except Haz/Lit/Jin/Ara ...-> 236C x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Haz/Lit/Jin specific ...-> 236A x1 -> 236C x1 -> 6C -> 6C -> 7HJC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Arakune specific Back to corner: j.A -> 5B -> 3C (2hits) -> [2]8D~B -> dash -> 5B -> 3C -> AB2 -> 6C -> 7JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [5100] 4B+C -> RC -> [2]C FC -> AB2 -> 6C(6C) -> 7JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [4400] *does not work against Arakune, Valk, Tao and Litchi. Works against Tager if you HJC. Midscreen/Near Corner: 2A -> 5B -> 3C -> … Route [~4800 to ~5300] ... -> j.D~B -> 5C -> 236C x1 ->236C x1 -> 6C -> 6C -> 8HJC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Rag/Carl/Bang/Lit/Tao/Haz/Noel specific ... -> j.D~B -> dash 5C -> 236C x1 -> dash 6C -> 8JC (not high) -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Rag/Carl/Lit/Tao/Haz/Noel specific ... -> dash 2C -> j.D~B -> 5C -> 236A x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Lamb/Mu/Mak specific ... -> 5D~C -> j.D~B -> dash 5C -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Ara/Haku/Tsu/Tager specific ... -> 5D~C -> j.D~B -> 236A x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Rachel/Jin specific ... -> dash 236A x1 -> 5D~6 -> j.D~6 -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Bang/Lit/Rag/Tao specific ... -> dash 236A x1 -> j.D~6 -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Lit/Lamb/Haz specific ... -> 5D~6 -> j.D~6 -> j.2D~5 -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Tager specific 2A -> 3C -> AB2 -> dash -> 3C (1hit) -> Cat1 -> 6C -> (dash)6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [4400] 5B -> 3C -> AB2 -> 5D~B -> 5C -> Cat1 -> 6C -> 8HJC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [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 corner. 4B+C -> AH *works anywhere* Taokaka's 8k corner combo: 2[C] FC -> [6]C -> 236[C]C -> 5D~A -> j.8D~A (9x) -> 2D~C -> Gold Burst -> AB2 finisher. Miscellaneous Information: Heat gain from various starters: (j.C/j.B)5B -> 3C -> 236CC -> 5D~A -> j.8D~A (5x) - 49%*3x if you use j.C/j.B (j.C/j.B) -> 5B -> 3C -> 236A -> 5D~B -> 5C -> j.8D~A (4x) – 45% *3x if you use j.C/j.B 6A -> j.8D~A (6x) – 40% (j.C/j.B)5B -> 6A -> j.8D~A (5x) - 39% *4x if you use j.C/j.B 6B -> 22C -> 5D -> RC -> 6A -> j.8D~A (3x) – 29% 6B CH -> 5B -> 6A -> j.8D~A (3x) - 36% 6B+C -> j.4D~A -> 5D~A -> 5C -> j.8D~A (2x) – 42% 4B+C -> 22C -> 5C -> j.8D~A (2x) – 36% j.B+C -> 5D~B -> 5C -> j.8D~A (4x) - 43% 6C -> 5D~B -> 5C -> j.8D~A (6x) - 45% 2D CH -> 4D~B -> 5C -> j.8D~A (7x) - 46% j.D~B -> 5C -> j.8D~A (5x) - 40% Gold Burst -> 5D~B -> 5C -> j.8D~A (5x) - 42% j.C CH air-to-air -> 5C -> j.8D~A (7x) - 44% (4447) j.B CH air-to-air -> j.8D~A (7x) - 42% (4363) j.4D~A -> dash -> 5B -> 3C -> 236A -> 5D~B -> 5C -> j.8D~A (4x) – 46% (4295) j.4D~B air-to-air -> 5C -> j.8D~A(10x) - 53% (5073) Note: For each omitted j.8D~A, subtract 2-3% from the total heat gain. Credits! KM Riku for posting all these lovely combos for this thread. Nikki for assisting Riku in translating said combos.
  4. There isn't one yet, but I'm going to be making a list of basic combos and the like (once I get some spare time).
  5. If I'm reading that chart correctly (although I doubt I am), it looks like Tao has a positive match up against pretty much anyone who isn't Jin, Noel, Rachel, Mu, or Makoto. That's actually pretty good considering most of the characters I listed are S(?) tier.
  6. http://gonintendo.com/viewstory.php?id=154525 According to this article from Nintendo Power, Aksys has confirmed they are putting BBCS2 on the 3DS in the USA. "...BlazBlue Continuum Shift 2, coming soon to North America from Aksys Games." Side note: They edited the CS2 cover to hide Makoto's bewbz.
  7. This news coming from the portable version sounds great. Curse you for putting region locks on my 3DS, Nintendo. I guess I'll have to wait until the fall for the US version (if Aksys even announces it).
  8. Eh, I always hated it. I prefer stuff like 1-2 taunt loops with 22C, or just ditch the tauntloop and use cat2 loop instead.
  9. I'm pretty sure this belongs here (just delete this post if this is already in here somewhere) BBCS2 hits the USA! Planet Zero Arcade now has a few BBCS2 cabinets. Hopefully this means more arcades will be able to update. http://www.blisteredthumbs.net/2011/03/gstv-news-blazblue/ As it says in the video, these cabinets are able to work due to a special board that allows them to run without Nesica.
  10. http://www.youtube.com/watch?v=RyI3LAB9b6Q Starts at 4:28 zen 1 deyu^o tsukai (Taokaka) vs PRFARMY (Hakumen) zen 1 deyu^o tsukai (Taokaka) vs u ^ (Bang) ----- http://www.youtube.com/watch?v=QOyqIULWaI4 Starts at 8:50 teruta ( Taokaka ) VS aki ( Hakumen ) ----- http://www.youtube.com/watch?v=zSeo6bEJVX8 Starts at 3:10 shin ( Litchi ) VS teruta ( Taokaka ) kanimiso ( Hakumen ) VS teruta ( Taokaka )
  11. http://www.youtube.com/watch?v=Ia6crdpQ7wg kazuhira ( taokaka ) VS sekido ( hazama ) Tao loses both rounds, bleh.
  12. Its good to have you back, Riku. As for the cat3 removing a primer, does Tao have any blockstring combos that remove primers in CS2?
  13. Grand Finale of alpha station 2 on 2: http://www.youtube.com/watch?v=PVohO_z-_mE ESP (Tao) versus R-1 (Noel) and Konan (Tsubaki) --- Other notes: Cat3 seems to remove a primer on the downward hit when charged (?). 6C seems to remove a primer, but only when charged (?). --- Quite an impressive match. ESP perfectly used the 214D in cross ups, along with a 6C wallbounce, and even a AB2 ender. The one thing that confused me is that I thought AB2 enders in CS2 were just 8JC > 236BBBBB x3. I've seen in various vids that 7JC > 9JC > 8JC is used. Are they the same as CS1's, just without the HJC at the beginning?
  14. And here I thought Arc was trying to get rid of Tao's loops. Either way, at least that will give the new j.B some sort of use. As for those videos, it's a shame that he bursted before the CH 6C hit. I was really hoping to see if it wallbounces midscreen. That Tao mirror was kinda confusing to follow too.
  15. Really? I haven't seen many, if any, cancels outside of the new loop (8D~A xN > 8D~C > combo).
  16. I found Tao easy in both CT and CS1, but I've had friends who whine about the A/B/C cancels.
  17. That's odd, I'm almost positive that it was confirmed that Tao gets CH > 6C > Wallbounce a few pages back in this topic. I also noticed that pretty much every Drive in the combos above use 6 cancels instead of things like A or C cancels. I suppose that's what Arc was talking about when they said Tao would be easier.
  18. Out of curiosity, why haven't any of the videos I've seen use CH > 6C > wallbounce > Cat3? I could have sworn that 6C still wallbounces after a CH, and I would think that it would give much better damage than 6A starters.
  19. I'll try to check by recording the damage in a video. I'll edit this post once I figure it out. EDIT: from the looks of it, Tao still has 9.5k HP. I'm not 100% sure, but I'm pretty sure she does.
  20. Those are some awesome vids. The new 8D~A combos look quite fun too. One thing my friends recently told me is that Tao now has 10.5k HP. I tried checking myself, but I really can't tell by watching videos. Could someone confirm/deny this?
  21. Seems I forgot about that, as I rarely did AB2 outside of the TL, Riku. Either way, AB2 is definitely easier to perform. Now I'm curious if a midscreen AB2 is possible in CS2
  22. Another thing in that video that I just noticed is that an AB2 ender off of j.C does 5.1k damage, yikes. Not only is the Tauntloop not required, but AB2 is even easier now. I can definitely see it being commonly used. On a side note, I see the Tao haters are already flocking to the comments section. It might be an early guess, but I suspect people are going to complain about Tao's AB2 like they do about Tager's 360s/GETB.
  23. We finally got an awesome Tao video. Not only does it have the new loop, but it also features an AB2 ender. http://www.youtube.com/watch?v=04GU-EPGaDY
  24. I was about to ask the same thing. Either way, at least Tao has some super damaging midscreen combos now.
  25. Now I REALLY want to see a video of Tao. This stuff combo'd with AB2 enders could be incredibly deadly. I can definitely see Tao as one of the stronger characters in the game if these gimmicks can be used in many situations.
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