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Hiari

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Everything posted by Hiari

  1. You can punish rolls super easily lol. Cat jump > air back dash and insert air normal here. That'll usually make them think twice about rolling.
  2. It's all good Anne. Tao has sorta been an abandoned case ever since 1.1 so it's good that we can work together to get something started.
  3. But I did specify it. That's me being sloppy in writing inputs. For combos when you need to do 7j236b after 6a it's alot different on Arakune from what I'm experiencing, This is solved on many characters by slightly delaying 7236b to adjust the height for 6c to connect.. except for Arakune. When taking 6a > 6c routes he's pretty the same yes. I was only noting down what works on what characters, ofcourse everyone are free to do what they wanna go for but I'm pretty certain 5b > j.b(1) doesn't combo and reset is only gonna work if they are standing up not blocking. Am I wrong? I'm aware of the different oki options she got, I just wanted to keep it simple with my post. I also encourage self exploration, good for growth. Disclaimer: Not wanna tell you to follow my stuff like a bible, it was mostly to give a general ideá. Discard it or make use of it, completely up to you.
  4. Sorry for being a little late, things came up but I've finished what could be a beginning for everyone's who are looking to start playing Tao. (?) I have learned that Arakune is a pain to combo but the rest are fine, also find this iteration of Tao the hardest one in terms of execution. For Arakune you want to shorten your combo after 236cc and instantly go for j236b(5). His wallstick animation is horrible for us so you need to wallstick him as close to the ground as possible in order for 6c to connect. Thankfully we can loop him very easily atleast. For midscreen I use taunt route to get my KD. (You kinda have to) Her damage mostly come from 2c punishes, on crouchers she generelly get ~3.2k On standing we take advantage of her loop and the options she receives with fuzzy/highlow/leftright Her OD is the truest of round steal with 236[C] loop. Anyway to the combo section, these combos I've crafted are solely based on getting KD + OKI. Crouching: 2b starter mid to corner/corner 2b 5b 5c 2c 6c 236cc j.4d© 66j.2d(b) 6a j.236b(5) 6c 6d(b) 3c 3130 dmg Corner Arakune route: 2b 5b 3c OTG 2b 6a 6c 236cc j236b 6c 6d(b) 3c (What's important in this route is that you need to delay 236c a little so hold it down slightly before you let go. It's a good habit to learn so try using it on everyone so Arakune won't be a hassle when you do fight him.) 6a AA: Mid to corner 6a jc j235b(2) j.d(6) j.4d© 66j.b(2) 236b(2) j2d(b) 5c j236b(5) 6c 6d(b) 3c 3212dmg (On CH you can skip j.c to j236b after 6a. It will get you more damage by going 6a > j.d instead) Corner Side switch: 6a j236b(1) j.d(6) j4d© 66jb(2) j236b(2) j.2d(b) 5c j236b 6c 6d(b) 3c 3055 dmg (On CH you can skip j236b(1) and go j.d if positioned well you delay j4d to get the side switch and more damage) Punish 2c CH mid into corner 2c 6[C] 236[CC] j.d(6) j4d© 66j.2d(b) 6a j236b(5) 6c 6d(b) 3c 5012dmg / 3c(2) 236236d 5823 dmg if you wont reach corner use this or take side switch route. OR IF ARAKUNE. 2c 6[C] 236[C](2) j.d(6) j4d© 66j.2d(b) TAUNT(1) 236c(1) 3624 dmg Corner: 2c 6[C] 236cc j.d(6) j4d© 66j.2d(b) 6a j236b(5) 6c 6d(b) 3c 4658dmg / 3c(2) 236236d 5477 dmg 2c 6[C] CT 6c 236cc j.d(6) j236b(5) 6c 6d(b) 3c 5389dmg / 3c(2) 236236d 6235 dmg Tao loops: 2b 5b j.a j.b(2) jc: Relius, Amane, Hakumen, Jin, Rachel, Valk, Arakune, Tager, Bang, Litchi, Noel 2b 5b j.a j.b(1) jc: v13, lambda, Izayoi, Carl, Terumi, Azrael, Ragna, Haz, m12, Makoto, Tsubaki 2b 5b 5c jb(2) jc: Celica 2b 5b 5c jb(1) j.a j.b(1) Kagura, Koko, Bullet - These characters are living hell to loop but I managed to find a way lol. You need to delay rising j.b and falling j.a and this timing is very very VERY tight so I wouldn't recommend going for this loop in an actual match. Rip loop: Plat I think from this you should get the general idea of how her combos work, but if there's anything specific please let me know. I'm not that active on DL but you can easily reach me at @HiariFfs ~Twitter
  5. Tao 6b is not foot invul from frame 1 in this version.
  6. This is what I go for, very important to know. Sure, it will be ready by tonight.
  7. So far the only character you can't fuzzy and confirm after it is Koko. Carl works, Rachel works. Haven't tried Plat.
  8. This is very character specific, you should learn the universal route. I will contribute once I've made a proper exploration against every character for all the things I have. Some of the combos here are pretty unopted.
  9. I will probably sign up if I there's another EU player coming. Here's to hoping.
  10. You and NinjaTree could possibly commentate as you regularly do? Could be hype.
  11. Oke I'm back with links. https://www.youtube.com/watch?v=tGR2NqexbPo https://www.youtube.com/watch?v=ky6HbspGI9Y been posted on my twitt feed as well. Additonal info: It works on everyone except Shos, Teddie, Lab/Shabrys and Rise. I don't have Adachi DLC so I can't say for that one, very sorry. Nonetheless I hope this is useful for you all ~
  12. 2AB beats mitsuru's 5a, if you see she likes to poke alot then you can punish it and gain momentum.
  13. You set it up from safe-jumps. Needs 50 meter to confirm into a full combo, but definitely seems viable to steal that remaining HP if the situation ever shows itself. jb. -> j.cancel j.2b OMC j2.b -> j.b. Sure you could set it up in a basic pressure string with a 2b jump cancel and try to reset pressure with the j.b and go for fuzzy guard. It's just not as safe, and you're free to fuzzy jump OS or 2b. I tend to experiment alot when I like a character, when I find new techs I'll upload a ytube link on my twitter. Follow if you're interested!
  14. Idk but if this has been mentioned but I found a cool fuzzy guard mix-up. Works on Yu, Mitsuru, Aigis, Junpei.. gonna test on other characters once I finished this session.
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