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Botsu

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Everything posted by Botsu

  1. If its the throw, remember you only get 2 loops. It also depends on the character. Take a look at the character size thread for how many loops you can get on each. You have to use different combos for different characters. Also, remember you can buffer things ahead of time (Namely 236BB) These are the main combos I use: 3C, D~6, (J.C, D~6) x3, J.A, J.C, 8D, IAD, J.C, 236BBBB on Ragna, Arakune, Bang, Tager, Hakumen, Litchi, and Nu. 3C, D~6, J.C, 236B, 2D~B, 5C, 2D~8, (J.C, 9D~9) x 2, 236BB, 236BBBB on the rest of the cast. (Except Carl -_- 4B+C, 236BB, 2D~9, (J.C, 9D~9) x 2, 236BB, 236BBBB on everyone but Carl again. Taunt combos: For the great wakes I almost always use: (Starter here) 6A, 2D~B, Taunt, 214D, 2D~B, 5C, 2D~9, J.C, 9D~9, 236BB, J.C, 9D~9, 236BBBB. If I'm struggling to close the gap to land 3C combos on the smaller characters I resort to starter's into 236A x N, into D~(B or A) mixups. 9D~B, J.C is also a really handy cross-up.
  2. Thanks a lot Rin/Tao. I'll be seeing you guys next week =P I really appreciate the time and effort you guys put into it. My Tao is going to be so scrubby in comparison @_@ Also btw, where are the combo's listed on the forums?
  3. Towards the end, Fio starts to use J.C in anticipation into a drive loop which completely tore him apart. Anticipated j.C''s seem to be the way to deal with it and is normally the way I have been. I hadn't thought of using a drive loop after though =P
  4. XDest: GG's, it's really too bad our connection is pretty terrible with each other =/ I couldn't block your D~B crossups or overheads for the life of me -_-; We have a pretty similar play style as it is though =P
  5. IB it on the ground or just block his strings. His mixups aren't very good and the overheads are really easy to see. Don't try to AA J.C. You can anticipate it with your J.C, but don't try to stuff it on reaction, you'll just end up in a world of pain. If he throws the J.C early and you IB it, you should be able to beat him to the punch with 5C (for range) then force him into mixups from there. If he throws the J.C out late, you probably just want to sit and wait your turn. The later he throws it, the more you can start risking it and jumping towards him with J.A/J.C. The Hakumens that throw it late will normally eat a couple J.A, J.C, JC, J.A, J.C, JC, J.A J.C 236BBBB and from that point on be discouraged from throwing it late or from jumping.
  6. The 3C combo works on everyone but Jin/Noel/Carl, who you have to use: 5B, 3C (3 hits), D~6, J.C, 236B, 2D~B, 5C, 2D~8, (J.C - 9D~9) x 2, 236BB 236BBBB This actually does more damage and works on everyone, but I really don't recommend using it online since you have to get the cancel on 2D~B otherwise the whole combo is jacked. Getting the timing for it offline isn't a problem for me, but online it is. =/ EDIT: The 4B+C combo works on everyone except Carl.
  7. If the Hakumen likes to spam out his 3C, USE 6B to tech jump that shit for a free CH into 5B 3C (3 hits) D~6 (J.C - D~6) x 3, J.A J.C, 66, J.C 236 BBBB. Hakumen is huge, take advantage of it by abusing 3C since the 3rd hit won't whiff often. It's easy to outpoke him since he's slow as hell. If he starts abusing counters, throw his ass, Tao's throws do lots of damage and will make him really think twice. EDIT: I accidentally put double jump instead of dash.
  8. Can we get a compilation of Carl exclusive combos as all of my B&B's whiff? @_@
  9. XBL: Botsu109 GMT: PST (GMT-8) Location: Stockton, CA
  10. Hey fellas, just picked up Tao today and absolutely love playing her. She's amazingly fun to play. Sadly, i've been doing worse then I was with Litchi (I was actually doing pretty well) But I enjoy Tao more =P Anyways, I've been playing a real zone intensive game which I know is exactly what she isn't and what Litchi is. But since I came straight from SF4 (without playing the GG series) it's somewhat of a habit. I've been running into a few problems regarding what to do in air-to-air situations. I often use J.C as means of an anti-air when I know they'll air dash for pressure or in general. Can I drive loop after I hit? I also need a few more B&B's, I use these only for the moment: 4B+C, 236CC, 2D~6, (J.C-5D~9) x2, 236bb, 236bbbb (2a pokes, 5B as punisher etc.) 3C, 5D~6, (J.C-5D~6) x 2, J.A, J.C, 9D, 66, J.C, 236BBBB I just normally hit confirm into the 3C combo and 4B+C as tick throws etc. Or use 5B into 3C combo as a punisher. I'm only about 20% with taunt combos for now. But I plan on getting them down eventually. Also, I normally block string into 3C (2 hits) and cancel into D, but I don't know what to do after, I normally 44 or 66 post drive and try to pressure by either crossing up or coming back to the front, but most of the time end up getting stuffed. Should I be using D~B to pressure more often? Also, the 3C combo tends to whiff against Noel unless its in the corner. Even then, the last J.C at the end whiffs. I definitely have more to ask but I don't spam it all at the same time =P Moved this from combo/bnb thread.
  11. Thanks guys =P New things came up. haha Air-to-air J.B's, when I win, I normally have no idea what to do. I run around like an idiot and wait for them to land so I can start my poke game again. What should I be using to pressure? This is always the same for anytime I hit them in the air, or even finish a combo. I sort of back off and start zoning again, but i'm sure this isn't what i'm supposed to be doing. Thanks fellas =P
  12. What are you supposed to follow shishin mixup traps with? You high/low mixup if they stand neutral, but what do you combo into after? tsubame 6C 3C shishin chun tsubame 6C 3C seems to be the loop for me. What can you combo from using haku? Or do you mainly use 2B/6A?
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