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Everything posted by yukichi
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I usually use dash -> j.c -> j.236bbbb ender on Carl, though I remember seeing the j.c -> 9d~6 -> j.b one in a video and went, "That seems cool to do, oh well." I'll have to give it a shot next time someone picks random and ends up with Carl. (No Carl players locally and I don't really play online anymore.) Though I guess it doesn't matter as much anymore with CS Carl's hitbox. I'll also have to try using taunt to replace 5c. I assume you follow with 236a before 2d~6? Does it work in the corner? (Though in corner I try for 5d~c -> 5d~a -> 5c -> 2d~5 -> 5d~c -> 5d~a -> 9d~6 -> j.c -> 9d~6 -> j.236bb -> j.236bbbb after 3c. I think there is a way to get one more drive hit during the part after 3c, but it might be something that only works offa forward throw in the corner and using j.4d~5.) Gives me a good reason to dust off the old CT training mode I guess. Thanks for the advice.
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I think for a combo like 5b -> 3c -> 5d~d -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> ( j.c -> j.9d~6 ) x2 -> j.236bb -> j.236bbbb, the following characters have the same required delay (like you can time the delay when performing j.236bb -> j.236bbbb the same for all of them once you find the timing for it): Jin, Ragna, Noel, Taokaka, Litchi, Nu, Hakumen, Arakune, Rachel. For Tager, it seems you almost want to not delay as much at all, but I can't remember for sure right now. I think if you apply the same sort of delay you do to the other characters, it ends in Tao going under Tager and not getting the full damage and knockdown. For Bang I remember having to delay parts like j.c -> 9d~6 but when it came to j.236bb -> j.236bbbb the timing was about the same for the other chars. As for Carl... fuck Carl. (I think the timing is about same too. I just haven't learned any Carl specific combos that gets to this ender.)
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You want to delay the first j.236bb after you do the final j.5c -> j.9D~6. You can't delay it too much, because they will tech, though the window isn't too strict. If you delay the first part, you can perform the last j.236bbbb immediately after the first two hits and they should connect.
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Apparenrly PSN decided to behave last night and was getting me a chance to play a lot of low latency games. Invited my local Noel friend for some player matches and saved one replay. http://www.youtube.com/watch?v=BAdwTALcg3E So, I dunno, seems like blocking 2D gives a free 3C chance if they continue their drive combos, but I'm not sure how legit it is against Noels that do things than just spamming 2D all day.
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You get two iterations of j.c -> j.8d~6. 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 236cc -> 2d~6 -> ( j.c -> 8d~6 ) x2 -> j.236bbbb should be the full combo. You also should start j.236bbbb early for all 4 hits to happen.
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If you are too close to the corner it will likely miss. If you time it too early, you will not be able to connect a second vertical drive in the air. Too late, Tao will go above the opponent during 2d. Try getting it to work on the opponent in their starting position at the start of the match, since that is far enough from the corner for the combo to work. Also I usually try practicing it on Jin, as the other characters feel more lenient when it comes to this combo, aside from Carl.
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A few replays with a local friend. (He just started so and isn't confident enough to try Noel's 6c combos yet online.) http://www.youtube.com/watch?v=Ks-69ItYeWs http://www.youtube.com/watch?v=z4Y-a2tQgx0 http://www.youtube.com/watch?v=7Da4_BBATvc http://www.youtube.com/watch?v=DU9emXsqqAs Next one is with another friend, we tend to get goofy lag, though sometimes we get a nice connection. (We are in same state, so it's kinda annoying that we don't get better connections most of the time.) http://www.youtube.com/watch?v=LnTshwGIkVQ
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Instant blocking 2d or any of the non finisher drive moves allows you to get easy throw combos off. Even better if you can kara throw with Tao, since range should never be an issue at that point if you instant block a drive attack and they keep following with another drive attack that causes them to slide towards you.
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j.236bb -> j.236bbbb is pretty much about delaying the first j.236bb. I could be wrong, but the way it feels for me once I learned about delaying the first set of Cat Spirit Two, I do not have to delay the last set at all, and actually seems that I need to put the command in pretty fast to get all 4 hits in.
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You can continually re-grab people after Tao's air throw using various methods, like 6a -> j.b+c, 236aa -> j.b+c, or my favorite, 214d -> back air dash -> j.b+c. Only really works online in laggy situations as it can help people fail the throw break. Really easy to throw break overall, but you can try it every so often, since netting that extra damage can be worth it, just be ready when it does get throw rejected. Generally if a character is too floaty or small for a second j.c -> 8d~6 in combos you can perform the first j.c -> 8d and not drive cancel it into air dash -> j.c -> j.236bbbb. It's less damage than you would normally get, but it does keep them closer to the ground so you can follow up. You can also still put an air throw after 2 hits of cat spirit two.
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It can be affected by your distance from Noel when you start 3c, as well as how soon you input 5d~6. If she is too far away from you, you will take a bit longer to hit her after 5d~6. If you see that Tao is flying a bit longer than normal you will have to change the delay in which you hit j.c to go into j.236b -> j.2d~b, however you can still do the combo as long as you time things right. The time to hit her with j.c is after she hits Noel and finishes spinning from the forward drive cancel. You want to hit Noel as high off the ground as possible to make it easier to finish the rest of the combo. Noel falls into the lighter category of characters, so you cannot do 5b -> 3c -> 5d~6 -> j.c -> j.5d~6, as the j.5d~6 will go under her.
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Even though it's horrible quality, (only way I have of recording anything is through my phone), I uploaded a video showing how much delay I use when pressing d~b for b drive cancels. http://smg.photobucket.com/albums/v205/yukichi/?action=view¤t=dbtiming.flv The sound is out of sync but you can use the sound between the presses to guage the timing needed. I press d~b 5 times then try two combos. Edit: From 6a (1 hit) you cannot start j.2d too low to the ground, and not too high, but there is quite a bit of leeway still. The biggest thing for me was the timing between j.2d and b.
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A good one to start with is 5b -> 6a (1 hit) -> j.2d~b -> taunt -> 236cc -> 2d~6 -> (j.c -> 8d~6) x2 -> j.236bbbb (don't delay the startup of Cat Spirit Two or you won't get 4 hits, and the opponent will be too high to do j.236bb -> j.236bbbb) (3938 damage) It's pretty good damage and pretty easy to pull off. Once comfortable with that one, you can try 5b -> 6a (1 hit) -> j.2d~b -> taunt -> 214d -> (delay here a little bit so the opponent is low enough to the ground) j.2d~b -> taunt -> 236a -> 2d~6 -> (j.c -> 8d~6) x2 -> j.236bb -> j.23bbbbb (3930 damage) (For this combo you really have to watch how high off the ground the opponent is during the iteration of the ground portion, if they are too high you will only be able to get 1 j.c -> 8d~6 iteration, as the second will be too low to hit the opponent. It's all about timing your delay.)
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For Tager I like using 5b -> 3c -> 5d~6 -> ( j.c ~ j.5d~6 ) x3 -> j.a -> j.c -> j.8d~6 x2 -> j.236bb -> j.236bbb (3672 damage) It's easy and doesn't require much timing. Ragna you have to omit a j.8d~6 as he seems to tech out of it everytime for me, but you get similar results. As for drive loops off 3c, if you want it to work for all characters you have to use 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b variation or 5b -> 3c -> 5d~b (making the 5d hit) -> 5b -> 5c (sometimes have to omit 5c based on character) -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> j.8d~6 -> j.236bbbb or 5b -> 3c -> 5d~b (do b drive cancel early so you can off the ground the opponent) -> 5b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> j.8d~6 -> j.236bbbb
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I can only ever really get j.c -> 5d~6 to work 2 times, (3 on Tager), and after j.a -> j.c the only thing that really works is j.8d~6. 5b -> 3 -> 5d~6 -> j.c -> 5d~6 doesn't work against Noel and Rachel, (Tao too I think),
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What character are you trying it on?
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When I was first learning the combo, I found that I was not properly timing the b cancel for j.2d~b. Same holds true for most other combos that involve b cancels. The timing for the 5c once you land on the ground isn't too lenient, but it is not bad at all. I hit 5c almost immediately after I hit b for the drive cancel. Edit: Also make sure you land j.c after 5b -> 3c -> 5d~6 as high as you can, the lower you are, the harder it is to land the rest of the combo.
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You have to delay the b quite a bit. Maybe not a full second, but almost. If I had a better way to record video I would upload hand movements for the timing, but my phone doesn't cut it. Pretty much you want to drive cancel as you hit to opponent, though I personally rely on timing instead of visual confirmation and reaction.
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The casing isn't too good, as I don't really have precision tools, I just have a power drill and my 4 years over due for an eye exam eyes. And for acrylic, I don't have ways to cut it other than using a scouring knife, so no good cuts there. If you have a place that does acrylic cutting, I recommend looking for acrylic cubes from frozencpu.com. I wanted to use acrylic just because my professor recommended the cubes for use with junior and senior projects. If you can get a way to precisely put the proper holes and cuts in acrylic, the cubes seem to make a great alternative to wooden models. One of my buddies knows a place in Portland Oregon that supposedly does amazing stuff with acrylic, all custom, I can ask him next time I see him about the place.
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When I saw the full Fate Unlimited Codes image, I felt I had to make a stick out of it. I found also found a good Kansho and Bakuya wallpaper to use for the sides. It's my first custom stick, made it for PS3 to play BlazBlue. Cool part is when the lights off and the led off the DualShock 3 makes Saber's sword glow red.
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Seems you can only get around 2.5k damage from 6a without using taunt. The second hit leads to an easy drive loop. Though damage is damage and if you land 6a often, no reason not to at least get in the loop right?
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There isn't anything too fancy when it comes to performing the taunt combos that require the amount of explaination TaoFTW put into the drive loops. The important things to are the timing for the j.2d and the b cancel afterwards. Everything else is just chained on in rapid succession after each hit. You cannot be too high off the ground after the 6a or the j.2d will be techable. Too low to the ground and Tao will not hit the opponent. Since Tao is so close to the opponent, you have to input the b cancel for the drive pretty quickly after you press the drive button. Toss the training dummy to CPU mode and make it tech to make sure you can perform the combo right.
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It does for me. You need to get Cat Spirit 3 off as fast as possible once you hit with the taunt. Try not to press c for too long or Tao will charge the move a little bit before letting the first part of the attack go.
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A jump cancel occurs when you perform a jump after a jump cancel-able move. Pretty much after your move hits, (though sometimes you can jump cancel a move that has not hit), you can input 8 or the up direction. It is not just specific to 8, you can add diagonals too like 7 or 9. 9 is very common as a jump cancel input as you usually want to be jumping towards your opponent, so exactly as it is in Guilty Gear. If you are trying for drive loops, you can just hold a direction like 9 to transition from a drive hit into a j.c. If you are doing jump cancels from normal moves, then you just have to get the timing down, though if you can do them in GG, you should be able to do em in BB.