Jump to content
Dustloop Forums

Primiera

Members
  • Posts

    249
  • Joined

  • Last visited

Everything posted by Primiera

  1. When if ever should I be using 236C > 22C (1) etc? Is that something that should mainly be used on FC punishes? Is there any way to bring taunt into combos, if just for style? Preferably more of a meter waster than a terrible combo. This is just for against friends.
  2. Ah, sorry, I was referencing the person asking about j.236B in neutral, not my original query of using purple throw to end her combos.
  3. I'd rather fish for a CH j.C than use j.236B outside of combos.
  4. I'm thinking about switching over to a purple throw ender in the corner instead of j.236B, to lock them down, as I've seen some Japanese players do. I kind of despise j.236B (non-AB2) as an ender when it won't kill, I feel like trying to attack the opponent on the way down has very poor risk vs reward. Thoughts on this as an ender? Seems like a teched purple throw leaves Taokaka with great positioning comparatively, because she's so air dominant and can do further jumps than the opponent.
  5. What's the benefit of doing this over 66~4? Wouldn't it be quicker to both go to 4 and to go back to 6 after the 4?
  6. Any way to land her Astral Heat in a combo, even if it's quite impractical and will only work on a complete noob?
  7. Ah, okay. Thanks. See, most of the wiki combos say to use ender 4 for mid-screen combos, so that's what I've been doing; very inconsistently compared to ender 1 in some combos, I might add. I'll see about just doing ender 1 in all those combos and seeing if any of them fail at all. Perchance the wiki should be changed slightly if this is the correct ender? Edit: ender 1, not ender 2
  8. I've finally gotten most of her combos down to a high success rate except for her combos into j.D~B > 5C. The timing is very strange, sometimes I'll end up too far for 2D to connect. Also, I find doing 2D~C > j.9D~5 is more consistent in her enders than j.9D~9, as I'll fly past in certain combos marked ender 4. Any reason to do j.9D~9 outside of more corner carry if j.9D~5 works?
  9. I know I'm new to Taokaka and don't have all her combos 100% down (mainly her forward/air throw and proper corner combos), but man, this has been hard learning her. Her low health ... I feel it. Hard. Even in match-ups it seems Taokaka does well in and I feel I do well in, I always feel as if I'm able to get robbed. No reversal + low life + currently inconsistent combos and poor hit-boxes on her drives = many losses I don't get with my other main. I know this chick is super strong, but as I've been saying to friends, these are the most uphill 5-5 and 6-4 (Tao's favor) match-ups I've ever played. /rant Now, for actual questions: I've been trying to nail down the corner combos, specifically (good starter) > 5C > 3C (3) > 22C (1) > 5D > J.D (A) > 6C etc. However, my problem is the 6C always drops the combo, even if I've done it with good timing. Sometimes the 6C will actually go through the opponent, somehow. Are there directions missing, or is the timing very strict, or ... ? EDIT: This seems to be just about timing, but it also seems to have semi-strict requirements. I'll see about mastering it rather than losing 700 damage by going for something like 3C > 22C (3) > 2D etc. Also, if I suspect the opponent is going to try and disrespect my pressure by trying to 2A/whatever, what is the best frame trap? I've been doing 5C > 6C into 5D (B) combo on CH, and sometimes 5C > slightly charged 2C. I've been liking 6C better because it's so easy to continue pressure after on block, but it seems like 2C gives a stronger (strongest?) punish and you can still confirm into pressure on block.
  10. Not an issue for me, though anyone with 20 minutes can memorize every single one.
  11. Would there be any issues with having the JP release of BB:CP? DLC issues, connection issues with American friends, etc? I'll import it if it's more than a month away.
  12. Good philosophy. As much as some people may not agree or like to hear it, I think character loyalty is very secondary to having fun, or winning if that's what you get pleasure (or money) out of.
  13. I meant 2B > 5B > 6A, I didn't specify, sorry. Probably do-able but I can't get it right now in a match.
  14. Going into 6C is no problem for me since it goes off her normal BnB mid-screen chained off of 2C or 5C anyway, so I currently do that into 5D - I'll get that near-corner 6C > 5D (B) combo down though, now that you mention it. I can also go into a stand confirm off of 2B > 5B > 5C too, plenty of time for that (still a WIP in doing that mid-match as I usually do 2A as a starter or am too far out for the j.B it seems). It's just the "real" crouch-confirm that really gets me; 5B > 6A, that's the bitch, you gotta be quick and I don't have snap-shot muscle memory yet to change my combo with so little time since I'm so new to her.
  15. Thanks a lot. For now I'm gonna stick with those basic combos off grounded mid-screen combos. I sure wish there was more time to stand/crouch confirm off her stuff, 2B > 5B is super quick and diverges there. It seems most high-level Taos mainly go into the proper crouch or stand off of jump-in like j.C (landed via 214D), which would be much more do-able than two normals for me. What about regular j.B or j.C air-to-air? Which ender or path would I immediately go into? I would guess ender 7 (j.2D~C -> j.C -> j.6D~6 -> j.C -> j.9D~9 -> j.C -> j.9D~9 -> j.3D~3 -> j.236Bx5) would be near optimal conversion, or a much simpler ender 4 (j.9D~9 -> j.6D-6 -> j.C -> j.9D-9 -> j.3D~3 -> j.236Bx5) might be easier to wing on the spot.
  16. I'm a very new CSE Taokaka player, just recently did all her challenge combos and have read, printed out, and am still practicing everything the wiki page has to offer. Considering there isn't a CSE Q&A and it's still the current console game, I figure I'd ask some questions here: 1. How does the Taokaka vs Bang match-up work? Seems hard to play on the ground since he's so air dominant/jump happy, and his moves seem pretty strong at stuffing Tao's drives or jump-ins. It's also relatively hard to escape his pressure when he's in. What are some key moves her outside of just anti-airing him and keeping momentum going when possible? 2. What are some good oki options? I've been trying 3C > 214C bowling ball oki, but it seems very easily escaped if they just jump. I've also been trying 236A > 5D (A or C), and while the mix-up is good it seems like anything other than 5D (A) into a tight 66 > 2A is easily disrespected by jumping or mashing. 3. On a mid-screen crouch confirm 2A, it doesn't seem like I can really do much, just go into 6C. Should I be going for that into whiff 5D to keep up the pressure? Is the corner carry worth it over 236A > 5D mix-up? 4. Does 3C have a hard time landing all the hits against certain characters? I noticed against Lambda the 3rd hit kept whiffing, but against Bang it doesn't. It could just be spacing or the string I used, I'm unsure. 5. What combo do I go into if I get an aerial hit j.B or j.C? 6. Here are the BnBs I'm going to really try to nail down. Since I'm just now learning Taokaka from scratch, I'm trying to get a core set of combos to convert from most situations, then eventually I'll learn all the more situational ones. Are these ones below optimal and fine to make BnBs? Ender 2- 2D~5 -> j.6D~6 -> j.C -> .. -> j.9D~9 -> j.2D~C -> j.C -> .. -> j.9D~9 -> j.3D~3 -> j.236Bx5 Ender 4- 2D-C -> j.9D~9 -> j.6D-6 -> j.C -> j.9D-9 -> j.3D~3 -> j.236Bx5 Ender 5- 2D -> j.C -> j.9D~C -> j.9D~9 -> j.3D~3 -> j.236Bx5 Ender 7- 2D~9 -> j.2D~C -> j.C -> j.6D~6 -> j.C -> j.9D~9 -> j.C -> j.9D~9 -> j.3D~3 -> j.236Bx5 (Starter), 5C, 3C (3 hits), 22C (1), 5D, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5 (Starter), 5C, 2C, 6C, 22C (1), 5D, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5 2A, 5B, 5C, 2C, 236A, 5D-A 2A, 5B, 5C, 2C, 6C 2A,5B, 3C (3 hits), 22C (1), 5D-6, j.D-A, Ender 5 6A (2), JC, J.8D-A, Ender 4 5B, 5C, rising j.B, j.2B, j.C, 6A (1), 5D-6, j.D-A, 6C, 236CC, Ender 5 j.B/j.2B, 5B, 5C, rising j.B, j.2B, j.C, 6A (2), 5D-B, 5C, Ender 4 CH 6C. 5D-B, 5C, j.8D-A, JC, j.C, J8D-A, Ender 4 236CC, Ender 7 236CC, 5D-6, j.D-A, 6C, 4D-A, 6C, 236CC, Ender 5 CH j.D-B, dash, JC, j.C, j.8D-A, Ender 6 2D, Ender 2 j.4D-A/CH j.4D-B/ CH j.4D-C, j.C -> 5B, 5C, rising j.B, j.2B, j.C, 6A (2), 5D-B, 5C, Ender 4 j.4D-A/CH j.4D-B/ CH j.4D-C, j.C -> 5B, 5C, 2C, 6C, 5D-A (whiff), 6C, 236CC, Ender 5 Throw (B+C),JD-B, 5C, j.8D-A, Ender 4 Back-Throw (4B+C), 5B, 5C, j.8D-A, Ender 4 Air throw(B+C in the air), 5D-6, j.2D-6, j.C, j.D-A, 6C, 6C. Ender 5 Gold Burst, 5D-6, j.2D-6, j.C j.D-A, 6C, 6C, 236CC, Ender 5 Thanks a lot for looking over these questions and BnBs, it'd mean a lot if someone could give me some knowledge.
  17. Started with Makoto because she was more or less the basis for my true love, P4A Chie. Eventually I became disinterested in her due to her actually sharing very little in common with Chie, and switched over to Taokaka since she's so good at rushdown and mid-range, and IMO she's more flashy. I'm very happy with Taokaka, and for some reason she's getting buffed in CP so ... #TIERWHORE
  18. Alright, I finally got all her challenges done. Should I just use the combos posted on her wiki? http://www.dustloop.com/wiki/index.php?title=Taokaka_%28BBCSE%29 Er, another question: I find it very hard to stand and crouch confirm off of 2B > 5B mid-screen, where you shouldn't throw in the 5C regardless (corner it's fine). Would you guys recommend using 2A > 2A > 5B as the starter mid-screen? Another question: I notice Japanese players respect Taokaka's pressure massively, even when she's negative. Constant 2B > 5B into standing pressure when it's pretty negative makes me wonder if her 5C and JD frame traps hurt so much you have to respect her. Is this true? Or is 5B > stuff better than one would believe on block?
  19. I've tried that, it always whiffs even when delayed very close to the end. I reckon it's some other factor that does it. Edit: turns out you have to delay the J.9D slightly, though it's very lenient.
  20. I'm doing Taokaka's trials before I truly learn her (to get it out of the way). #11 is strange, though; the combo goes from JD > 6 > JC > J.9D, and for me the J.9D always whiffs. I'm not sure how to rectify this. Any solid help outside of just practice?
  21. 5C and dash 2A are by far her strongest footsie tools. Her JA is godly in A2As, and while her jump-ins aren't that amazing, her JC allows her to bait AAs if done early. Other, far more situational tools are 214C/214CD, J.3D, and dash 5B, then more universal options like Evasive Action through unsafe pokes (pokes like our 5C) or playing defense until you AA or stuff the opponent, though her AA isn't close to the truly good AAs in the game. Check out the pressure topic a little down, it should have you covered. 5A pressure is actually all you really need to open an opponent up, because you can high/low with 2A and 5AB if they're not pressing buttons, but yeah, I listed a large part of her core trickery in the other topic.
  22. Are you doing an instant air 236B? Regardless, that's sub-optimal. 2B > JC > JBB > JD > 236B > 236B > 214C > 236236D does about 4300 damage and is easier.
  23. Good stuff at ECT5, Colpevole!
  24. Do you have a link to watch, please?
  25. Killer Frost's parry is the best in the game by a long shot, since she gets a full 40% combo if Meter Burned, and it's instant. She can also get in the opponent's face with slide, safe on block, and play parry/d+1/backdash guessing games and have great risk vs reward because of the parry.
×
×
  • Create New...