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Zekira Drake

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Everything posted by Zekira Drake

  1. OK with things so far, except maybe the j.2B change because that means it's back into being just a pressure tool, maybe. At least it got its cancels back Actually we should probably stop comparing her to previous Taokakas because it's a new BB and stuff
  2. Also I tend to actually do 6618 because of the safejump so I do end up getting 667 a lot as well :/
  3. Does my execution just suck, then? I can never consistently buffer the 66. I know that you have to input the 66 earlier than usual so you can go straight into 8, but ugh. In fact, this is the first time I'm ever using the d-pad for Taokaka (I'm an analog player up until CPX came out... yes I never used her 22C haha) just so I can prevent 9 from coming out
  4. Wow, really? Never noticed, which characters in particular?
  5. For the corner front grab, I actually most commonly see B+C > j.2D~B > 6A -> etc, which seems to work on almost everyone.
  6. Well, I certainly never thought of doing this, but now my confidence is boosting back up. Hopefully this works as expected. Thanks for these consistency notes on the air combo in general. Actually, I've been doing j.5B(2) instead of j.236BB, so maybe that's also why I don't get consistently as well.
  7. I've actually been getting it a bit more lately, and I also found that, somehow, the height that I land the j.5D in the combo matters a lot and is where most of my consistency lies. I can't really describe in words how I get it, but I just know the height or something. From how you describe it though, I never knew it was precisely frame-tight. It didn't look like that to me and more like my opponent isn't high enough for j.2D to hit on its first active frame. But in any case, yes, I should start learning the easier routes for now as I'll need them in real matches. The 66 j.2D is kinda engraved in my muscle memroy now though, so I might have to kick that habit out first. Hah, yep, I just found that there are around 4 varying jump loops: 1.) j.a j.b(2) j.c - the easiest to pull off and the most basic, almost no timing issues and easily pulled off. 2.) j.a delay j.b(1) j.c - the trickier but straightforward one out of the non-basic loops, relying on the opponent's next standing juggle animation of pulling their head back towards you. Strangely enough, the delay is similar across all characters that need this. 3.) j.a j.b(1) j.c - might catch you offguard because the second hit of j.B won't connect on these characters, but otherwise it's also lenient in the timing. However, this makes it impossible to land j.c as deep as possible. 4.) j.b j.a j.b - this is stupidly insanely difficult that I would throw 10000 yen at someone who can pull this off 100 consecutive times. 5.) rip loop - fuck you plat
  8. 5B -> 5C -> j.B(1) works on the characters that need the delayed j.B(1)? I'll check that out later then As for the delay on the j.236B stuff, I found that it's really height dependent and character dependent, depending on how high the character is. Also, people are right here when they say that different characters have different wallstick heights after they get hit by the last hit, so I think it just really comes down to experience. Thankfully, it's not too difficult to judge, but it can get a bit annoying at times. If the j.236B is delayed too much, right, they do drop out in the middle of it because of being too low, while if it's done too early then they become too high and 6C won't connect... we just have to make sure they're just at the right height.
  9. Might want to clarify that this only works crouching. 5C->2c->6C doesn't work otherwise. I'm doing j.b(2) on Ragna. I don't see much of a difference? Also, I'd like to add something: 6A corner anti-air hit 6A (2) 6C -> 236[CC] -> jc -> j.5D~C -> j.2D~A -> 6A (2) -> delay if needed -> jbc -> j.236BBBBB -> 6C -> 6D~B -> 3C (~377x) Haven't checked if it goes wonky on Arakune. ...also, does anyone have 2A combos? :/
  10. ...so does anyone have this so called 'universal route' for air juggles? Also, I have been practicing the 668 all day and MAN my thumbs hurt. I might actually have to go dual-mode for this, since it's much easier to do on a d-pad. (I'm a pad player but use the analog, although there is another fighting game I play where I dual-mode)
  11. Crap, so the input is actually something like (last loop) j.A j.B(1) j.2B -> 4 (to block DPs) -> 669 -> j.A all in a really swift motion? Bad timing for me to be having thumb problems... Haven't tried it yet, but I never noticed the microdash when I was watching vids. Probably means my thumbs are just really slow then. It's interesting to note that, if j.2B hits anyway, the 4669 j.A will probably connect and you just gave yourself a long starter combo, si that right? Also, Is j.C airdash cancellable now? I remember that j.C can only be cancelled by a jump, so it's actually j.C -> 96. I didn't even know this was character specific; it seemed to work on all the characters I tried it on at least, though so far it's only been Ragna, Lambda, Mu, Makoto, though still with the very inconsistent rate I get it like I stated earlier. Also, I didn't even know there was a universal route? If I really can't land it, I just go "screw it" and just do the j.5D~6 -> j.4D~A whiff ender lol Also does anyone have midscreen grab combos? EDIT: btw, going back to the j.A j.B ender thing, we all know by now that certain characters need the delay to land the j.B, but has anyone actually made it work where the characters that need the delay actually get hit by the j.2B reset after? On the characters that have the delay, I found that j.2B doesn't go into its active frames before I land, so I end up in what looks like a +0 situation on landing, and that's bad. EDIT2: On the OD enders, I thought that as long as the 236236D lands its first hit, I get the combo, but the combo somehow drops while in the middle of the Hexa Edge. Anyone have any idea why? I'm talking about coming from the simple 236[C] x N -> 236C -> 236C -> 236236D ender.
  12. 1.) Hey guys, so I'm having an annoying problem with this particular combo: *any long starter into an air combo* -> 5D~6 -> j.5D~6 -> j.4D~C -> 66 -> j.2D~B -> *truncated* I'm particularly annoyed because sometimes I hit the j.2D~B, sometimes it whiffs. The vids I see of players using this combo seem like they always get this successfully but I'm inconsistent at it for some reason. I've tried a lot of things; altering the delay, the height, etc. I still can't figure out how to get this combo consistently. The only time I get this consistently is when they're already in the corner after the j.4D~C, because I don't actually need to input the 66 and can go straight into j.2D~B. Sample: air hit 6A(2) -> (5C if near ground) -> jfc -> j.5B (2) 5D~6 -> j.5D~6 -> j.4D~C -> 66 -> (corner) j.2D~B -> 6A(2) -> jbc -> j.236BBBBB -> land -> 6C -> 6D~B -> 3C(3) I go into training mode and I get this like, 50% of the time only, which is annoying. 2.) Also, does anyone know what's the best corner 2A 2B 5B combo? Doing 3C(3) 2B 6A(2) jbc j.236BBBBB 6C doesn't work on a lot of characters. Starting it with 2B is way easier because you can insert a 6C 236[C]C after the 6A(2), but 2B comes out pretty slow at point blank and recovers really slowly so it's vulnerable to delayed tech and stuff. 3.) Can anyone give me hints as to how the j.2B lockdown -> land -> jf -> fuzzy guard j.5A actually works? It seems to be a common Taokaka reset that everyone's using, but when I was trying it yesterday (against a Ragna player, so I know it should work properly), while I do get the j.2B safe jump to block his ID attempts, when I do get him blocking, he was already crouching when I go for the next j.5A. I seem to be getting out the forward jump a bit too slow compared to what I see in matchvids, and I'm really not sure what I'm doing wrong; I'm arleady holding 9 after the j.2B comes out so I'm making sure I'm jumping as fast as I can, right?
  13. http://www.nicovideo.jp/watch/sm24859589 According to this, 6D~B confirms into 2A. Also dat third round 6B->j.236BB seems to confirm too. Matches like these though are what make me really scared that Taokaka's main weaknesses are pretty much her health and damage :/
  14. Speaking of ESP though http://www.nicovideo.jp/watch/sm24814719 08:30 onwards
  15. I see people talking about ESP and Tsujikawa matches here yet I've never found them, can someone link them or something?
  16. It's definitely useful since it looks like an oki you can easily do from midscreen. This means that Tao will have an easier time getting those now. I also commonly see 3C being able to followed up on, and if not, it becomes an oki itself. Yeah I'm hoping for the air combos pretty soon. Probably involving cat2 now since barely anything links into her air Ds :/
  17. http://www.nicovideo.jp/watch/sm24701543 ESP, aw yeah. So it seems like Tao's normals cancel into almost everything. Chains like B->A->B->C->B seem possible, I think. 3C gets a lot more used now , can serve as the OS for oki or combo, and all 3 hits can be cancelled into any D move, I think. Pushback of a barrierblocked 3C still in range for shorthop shenanigans. 6D approaches are throwing off people, too.
  18. http://www.nicovideo.jp/watch/sm24701320 (the match at 12:36) My hope is coming back, at least... Also, I'm going to love rocking the 5C JC on block. Also 5B2B5B Kreygasm Oh? Didn't know that lol I started with BBCP
  19. Which one is Tsujikawa's twitter? Also please tell me I'm not the only one freaking out (in a bad way) at the fact that all of Tao's corner carry tools have basically been removed
  20. So anyone noticed that 5C j.236B j.D j.4D whiffs a lot midscreen now? :/ It's like j.D's hit properties got changed or something, since 5C j.D also doesn't loop anymore? :/ Also the change to Unison Drive is funny since, while the wall bounce does happen, the opponent techs in front of you anyway XD
  21. @Wonderswan: by "no OD", I guess that includes a DD, right? Because I really just can't imagine aw 5200 Taokaka corner combo without meter used...
  22. Wait... what? Corner 5B+C dealing 50% on an 11k health bar? Call me a noob or something but I didn't know Taokaka can deal that much damage off of a throw without OD? I mean, 5B+C's ridiculously low hit stun and all...
  23. I've seen Matoi do something like 5C > j.C -> j.2B -> dash -> repeat on Tager. It looks like it only works on Tager though, seeing as how the jump starts with j.C immediately
  24. Oh? Well that's convenient then. And yeah I checked what you meant by slightly... and it's literally 4 damage lol
  25. I'm pretty sure they just fish him out hitting buttons and stuff... otherwise it's really just a toss up. Though from what I've seen, Valk has absolutely no defensive options barring CA and Burst. So when you DO get that pressure, you'd best be keeping it. Aside from that though, well, lol...
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