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TaiyakiTime

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  • Location
    Moo, Beef, Molson Canadian
  • PSN
    Darelloman
  1. Some sloppy timestamps https://youtu.be/DpfWBlJ8MQU?t=2935 https://youtu.be/DpfWBlJ8MQU?t=3604 https://youtu.be/DpfWBlJ8MQU?t=4277 https://youtu.be/DpfWBlJ8MQU?t=5302 https://youtu.be/xKnD9pXv2QQ?t=3646 https://youtu.be/xKnD9pXv2QQ?t=5202 https://youtu.be/bMPS1c7daPo?t=237 https://youtu.be/bMPS1c7daPo?t=864 https://youtu.be/bMPS1c7daPo?t=1250 https://youtu.be/bMPS1c7daPo?t=1986
  2. Lots of footage out now, will try and stamp and post to help all the kakas still here. Maybe now's the best time to req. a Video thread? Thanks, TT
  3. Likewise for requesting CP 2.0 Thread http://www.youtube.com/watch?v=T_MC3LAS_E4&list=UUCfnriDcUslGMUMX4Ctkyjg Kinji VS Various 10:00 - 1:14:10 1:18:45 - 1:35:00 May or may not do the individual matches and tags, unless someone gets to it first.
  4. Patch up, at least for me. (JP Copy)
  5. Yea I'm completely fine with 6C being nerfed(more like adjusted), but the translation difference was giving me a slight spook so thanks for the confirmation.
  6. SRK Translation 6C – Decreased active frames of the attack portion, increased the recovery. Hiago's Translation -6C has smaller hitbox and more recovery. Kinda a big difference, guys. Which is the one I can safely look at and hope Combo X works or should I go into Combo Y?
  7. DDDDDDDDDDDDDDDDDDDD
  8. I thought there was like a few frames just before fully charging a C where it'll still take it as charged.
  9. Ohhh ok thanks, Kurumster. I guess my mindset was far too concentrated on the online aspect, so I was left thinking I should just leave it aside entirely. I'll definitely try out some more things later. I'll have to try rerecording a lot of things that better fit the bill for rejump combos.
  10. IMO jump strings on standing opponents don't seem to bring as much benefit as in CSEX. It basically just provides slight corner carry while decaying your combo. I can be completely wrong though in seeing any noteworthy benefits to using it- unless the case being it's Tager or a character that it can be pulled off easily. That being said I'm trying multiple things with jump strings, and recording them just for a visual reference. I'll upload it ASAP if it gets done for you guys, but there's one key thing I want to note/ask. Should I be doing; a straight up dash 5C>... dash 5B>5C>... or neutral momentum 5C / 5B>5C to make these applicable/semi-applicable? My thinking behind my recordings right now is just assuming Tao hit confirms mostly from the air, thus gains the capability to do a dash 5C>... Thanks guys
  11. So... ran through some practice so far, and everything seems good. That is, until muscle memory kicks in lol. It's more of a fun question than anything else, but anyone else having this hardcore? It'll take time, but dang I'm still not getting used to 2C > 5[C] at all.
  12. Awesome video and nice audio-log lol.
  13. Dustloop: TaiyakiTime ID: Darelloman Location: Alberta, Canada Availability: TBA Comments: ♪Hitori Ja Nai♫
  14. Keep up with the amazing work Heartless! One thing though, is some of the jump attacks are height dependent. So some people should be aware of those things in the off chance that a Ragna does a j.B reasonably close to the ground. This is only from memory though, so even in that I could be using a terrible example =S.
  15. Oh I forgot to talk about CP Tao, in my previous post, lol... CP Tao, as KM Riku mentioned, does look easier to use for me as well. Maybe it's just how Tao combos closer to the ground, and her air combo is like an early mission challenge in previous versions. The rest that I wanted to point out, Riku pretty much already has which made me laugh pretty hard actually. Tao's CA is so top tier, and personally I've only had rare occasions with opposite flying hadokens.
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