Jump to content
Dustloop Forums

Sheriff

Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by Sheriff

  1. Something to just keep in mind, though not necessarily a Tao specific thing. Rachel's 6D+C (wind powered spinny dress) leaves her wide open for a throw at the end of it. Good Rachel players know this and will almost always end that attack with a throw. So... when they use that move, either watch for a throw at the end of it, or be ready to throw and punish her back.
  2. Personally, as a Tao player I LOVE being magnetized. It's definitely a dangerous situation to be in but if I'm magnetized, it pretty much gives my carte blanch to drive around the screen even more. The magnetism works like a gravitational effect. I accelerate towards you, but if I wiff or bounce off of your head, I have so much momentum that I'll fly out of your effective range. Watch out for that.
  3. I find a lot of Ragna's like to start rounds off with their dashing D attack (don't recall he name of the move atm.) If your opponent likes to do that, don't get pressured into taking a huge chunk out of your guard libra and just 4d at the beginning of the match. He'll slide right under you harmlessly. It's really fun if they try it again from the other side to just keep 4d-ing over them until they realize it ain't gonna work.
  4. Ronove, you asked about an effective poke for Jin. I find that Tao's 2b is a godsend for this matchup. Like Hsein-Jo said it's great for closing distance against Jin. I also find that it either dodges under a fair amount of his overhead/mid attacks but it's also got great priority. Since it comes out pretty quick, you can poke a few times until your opponent goes to block low. The just follow up with a high mixup for punishment.
  5. Well, the unconventional drive loop came from my own idiocy actually. For a while I kept reading j.c as Jump Cancel NOT Jump Strong Attack... Since I was retarded and couldn't figure out WHY I couldn't keep my drive loop going upwards, I figured why not try the opposite direction. It ended up working. I finally caught my error in a combo video someone upped in HD (I could see her doing the Jump C attack). I was really disgusted with myself... And yeah Ronove, I get what you're saying about people reacting to the throw and teching out of it, but even without the throw, the combo is still doing about 3k. It also might throw people off since it's (like GreyFLcn said) a fairly unconventional drive loop, people might not know what to expect.
  6. Hey guys, I'm not sure if this has already been posted, but I found a really powerful combo last night in training. I skimmed the thread, but ~30 pages is a lot of stuff to dig through. CH 6c>236cc>3d~3>3d>j.b+c (I hope I typed that out correctly). Essentially, once you launch them with 236cc, you bounce off them twice with 3d and end with the air grab. Does ~4k damage. It also works off of standalone 236cc (which is a little risky as we know) or a 4.b+c>236cc setup but both of those do significantly less damage (around 3k). I've tested it in training with Ragna, Jin, AND Carl (not like we need any more help with him, but hey, a universal combo is pretty nice). I've got aerial recovery set to random and playing around with the settings, it seems like if you get the timing down right, there's not a thing they can do. It's a guaranteed hit if they don't try and tech out. Again, sorry if this is old news, just trying to help.
  7. PSN: SheriffJ XBL: SheriffJenkins (Xbox currently dead) GMT: EST (GMT -5) Location: Bradenton, Florida My Xbox is dead so I'll only be on PSN for a few months. Be happy to play with anyone from DL, just send me a message/request
×
×
  • Create New...