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Stone Drum

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Everything posted by Stone Drum

  1. ^ that's pretty smart to omit the 5c if you're expecting the burst. Nice. I've seen some interesting corner combos from Japanese players off of counter hit starters. Combos that have a jc-5c-2c-jb-loop somewhere in the middle of the corner loop. Not sure if testing has been done with these sort of combos. Maybe I'll do that later once I get Extend back since my roommate took my Extend >: |
  2. I'll look over and and list possible corrections. Also, J.D by itself is NOT parallel. It is at a slight downward angle. The only parallel drive dashes Taokaka has from what I understand is 5D, J.4D and J.D with an immediate B cancel edit: I have proofread and edited the entire Taokaka wiki so it's much easier to understand. Obviously I don't have rights to edit the wiki. I tried messaging you the corrections but I don't think it sent.
  3. That is great that you wrote the wiki, and thank you for that. However, your goal of it being easy to understand is not being reached partially due to the grammar and sentence mistakes. Also, as I just said I have read the entire thing twice including the hitbox viewer, I still have not figured out how to do the drive sideways, and no it isn't J.D. J.D is at a slight angle. Let me see if I can find a video of a Taokaka doing the drive I am referring to. Figured it out. If you B cancel J.D, it is possible to dash parallel to the ground with a J.D rather than at a slight downward angle. I thought it'd be a different drive.
  4. Umm, I've read the entire Taokaka wiki twice (overlooking how painful that is considering the amount issues of grammar and sentence structure.) Still couldn't figure out how to do the drive sideways while in the air.
  5. hello Taokaka players I've decided to learn Tao. So far I'm having a blast with her. Such a huge difference from Hakumen! Quick question, how do you do Tao's drive attack laterally in the air? Laterally as in parallel to the ground. Also, can anyone help with general blocktrings?
  6. so if you do a followup after the kishuu, (which I see you yourself do a lot) you are at an even greater disadvantage, correct? How does the renka1-kishuu-FOLLOWUP mixup go so mostly unpunished? And I assume you simply meant kishuu, not 236a. Unless you can do a kishuu somehow with 236a after a 236b motion?
  7. it's not the renka1 to kishuu gap that I am questioning. It's the kishuu gap into anything else. It seems like it is easy as pie to bait the kishuu and counter before the followup after kishuu, yet I see this particular mixup used so often.
  8. can someone explain how safe the renka1-kishuu-stuff mixup is?
  9. Dunno what has been covered as far as corner reversals, but here are 4 I've found: 0MT: 6d-IAD-jb-2c(s)j2a-AD-j2a-jc-(66) [2393] 2MT: starter-kishuu-enma-IAD-j2a-jc-IAD-j2a-j2c-2c-(s)j2a-j2a-jc-5c-3c [?] 3MT: CH3c-2b-renka1-kishuu-2c-(s)jb-j2a-AD-j2a-jc-2c-(s)j2a-AD-j2a-jc-6a-5c-3c [4276] 4MT: CH3c-2b-renka1-kishuu-6c-gurren-2c-(s)j2a-j2c-2c-(s)j2a-j2a-jc-6a-5c-3c [?]
  10. wow, takosu is my new favorite hakumen
  11. that brings up a question. Is the old 1mt combo off of a ch3c- (2b-gurren-hop-5a-6a-5a-j2a-AD-j2a-jc) still doable, and is it the most viable 1 mt ch3c combo in extend, after you add in the jb's before the j2a's that is?
  12. Is that the new bnb off of a ch3c? What dioxide did in his little video? no more 5a-6a-5a :D and I'm pretty sure something like that could be followed up in the corner. The j.c could probably be followed up with a (land) (s)j2a-j2a-ad-j2a-jc-5c-3c
  13. perhaps for Hakumen you might want to add: magatama gain is increased (not sure about the math behind it yet though) 6a now gives head invul. from the 6th frame onward. j.b gives longer hitstun specify that ground throws are special cancellable again, along with air throws, which always were specify that jd now does 2000 damage, but is still uncomboable (unless you RC) shippu has faster startup corner carry improved (longer mid-screen combos such as starter-renka1-kishuu-66-2c-(s)jb-j2a-AD-jb-ja-2c-sj2a-AD-j2a-jc or starter-renka1-kishuu-66-2c-JC-(s)jb-j2a-AD-jb-ja-5c-2c-gurren-66-2c-(s)jb-j2a-AD-j2a-jc-5c-3c, which carries full screen
  14. Yes I know that, lol. It's just something funny I didn't realize. I really need to look at hitboxes. perhaps saying there is no reason for it isn't necessarily true, if you know you it will CH. You could do it whilst couching, so your hitbox is lower, and the 3c hitbox has a pretty nice reach, so perhaps it has use. Plus it's always just good to know every tiny thing about a character
  15. thanksh! <3 it's weird, I kinda already knew like everything you said. Even the 4d(2). I dunno, Lambdy is so easy to pick up on her nuances, or so it seems. Not sure how much of the surface I've scraped. Challenge mode combos don't seem to be optimal at all though. I've never seen anyone do 236c-5dd-236c-5dd-6dd-2dd-loop in a match
  16. hmm.. just realized 3c can hit an air opponent with good timing. And of course it's unblockable.
  17. So, I've decided to pick up lambda and finally have a sub to compliment my Hakumen. Yesterday I spent about 2 hours or so with lambda, and have been finding her surprisingly easy to pick up. I've already remembered all of her inputs and know them by nature, and have begun scraping the surface with combos. Can someone give me a few optimal combos, such as off of a throw or 236c starter, or some optimal corner combos? I've already gotten the timing down for most situations. Got to challenge mode 10. I haven't become acclimated with sword pressuring and zoning yet. I definitely need more time with that, but what are some basic strategies and creative mixups besides just 5dd-4dd and things similar to that?
  18. how does the corner carry compare?
  19. No, I missed that, sorry. Anyway, for final clarification to make sure I completely understand: Your combo does more damage and with ja-jb-5c, the combo works on every character and has only a -20 damage difference from the jb-ja-5c that is char. specific. AND your combo works off of any starter, correct?
  20. but you didn't specify which damage/MT regain is attributed to which combo, hence my confusion
  21. ..? I meant the difference between your combo and mine, not starter difference. nvm.. I'll just wait til I get extend and try it out myself
  22. execution ain't no thang. But how much damage does starter>236b(1)>623a>2c>j.b>j.2a>air dash>j.a>j.b>5c>2c>j.b>j.2a>air dash>j.2a>j.c do and how much MT regain when compared to starter-renka1-kishuu-66-2c-(s)jb-j2a-AD-jb-ja-2c-sj2a-AD-j2a-jc? If someone could give the damage and MT regain for both of those off of the same starter, that'd be great :8/: I still don't have extend
  23. thanks for this info! I suppose the 3rd combo you have would be the optimal 3MT corner combo. And the 6th off of 5c or renka1
  24. hmm.. I've never seen that combo done in play yet. How does it compare to this widely used combo? starter-renka1-kishuu-66-2c-(s)jb-j2a-AD-jb-ja-2c-sj2a-AD-j2a-jc OR 5c-renka1-kishuu-66-2c-(s)jb-j2a-AD-jb-ja-5c-2c-sjb-j2a-AD-jb-j2a-jc if 5c or renka1 is the starter
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