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Sileh

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About Sileh

  • Birthday 06/20/1988

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    Anchorage
  1. If you're asking me and not someone else; I have tried the combo on Noel only so far, but the combo does not receive a knockdown.
  2. Just was working on combos and found one (it might be posted already) 5B -> 6A (1hit) -> JC -> J2D~B -> taunt -> 236C -> 5B -> 5C -> 3D~6 -> 236BBBB
  3. Very nice Xdest. Few things I wanted to comment on if you don't mind? If you do mind, disregard this post entirely Alright: This is true in some situations, but sometimes taunt or 5c is needed to make the combo work, and is not interchangeable. I'm assuming you mean 236aa after the taunt? Also on a side note: One of the Japanese videos show Tao doing 4B+C -> 214D -> j.44 -> j.2d~b -> etc. For me, it's easier to time it that way since as you know, it is way too easy for your opponent to land behind you while you taunt with that combo. You can add this taunt combo for Carl: 5B -> 6A (1hit) -> JC -> 5D~B (Hit) -> Taunt -> 236AA -> 2D~6 -> j.C -> 9D~6 -> j.C -> 9D~6 -> j.236bb -> j.236bbbb My 2 cents
  4. Remember on top of what the previous posters recommended: 1. The timing of your first j.c in the combo is the most important part of the combo. If you hit it too low, it makes the j.2d~b harder to pull off. 2. Are you sure you are doing the j.2d~b successfully? If you are, double check to see if your joystick is in its default position. It is really easy to not let the joystick return to 5, Tao will move a tiny bit, hit the 5c or taunt and wonder why it didn't come out. As soon as you see Tao dive for the j.2d~b, let go of the joystick. Train your fingers to be quick and nimble, so that each input is clearly separated from the prior. When you see the input display at the bottom of the training screen, it should be perfect or close to it. 3. Practice. You will get it
  5. Do you main Nu now? Wtf
  6. @OP, yes! AC for PC/consoles would be so fricking great, it would make the company money like they wouldn't believe. There is a niche genre out there that would pounce on it like crazy. I'm confused how people can emulate games for PC, because they want the game so badly, but the companies themselves cannot do the same?? I'd imagine it would be best to make it a download for 360, psn, pc, so they would not have to pay for box design, or worry about over stocking stores. Sorry for going on a tangent, it's just so easy because I say this all the time!! There are so many games out there which should be on PC that aren't.
  7. Hey Ronove, you think you can create a new thread/merge a thread about block strings as well? I've come up with a few, but I don't see any place which I could compile some. To some people it's sort of a no brainer, but it would be nice to get what works and what is questionable on paper. Taoftw already has her mixups on first page of the BnB's but this is a little different.
  8. Wasn't there supposed to be a sequel to this?
  9. Timing for D~A, D~B, D~C, j.2D~B is all one in the same. You should cancel right as you are hitting the opponent.
  10. Ah that's what it is it's a 2d~c, 2d~a on those combos. I was hitting 5d~c 5d~a and wondering why it wasn't working
  11. I'm not finding a video of that one, but I can recommend learning this chain because it has almost identical timing and will see more use: 5B -> 6A (1hit) -> JC -> j.2d~b -> taunt -> 214d -> j.2d~b -> taunt I have troubles with the back throw taunt combo as well, but I am getting better with it. In fact the timing with that particular j.2d~b is only rivaled by: 3. 6c -> 214d -> j.2d~b -> Taunt -> 214d -> j.2d~b -> 5c -> 2d~5 -> 5d~c -> 5d~a -> 9d~9 -> j.c -> 9d~9 -> j.236bb -> j.236bbbb [5068] This is the thread I was talking about btw.
  12. First of all I would like to say that certain combo chains will not give you a knockdown, but the one you mentioned (236cc 2d jc 9d jc 9d 236b) is not accepted as an end to combos because it does not give you a knockdown and does fairly weak damage compared to other endings. 236cc -> 2d~6 -> j.c -> 9d~9 -> j.c -> 9d~9-> j.c -> 9d~9 -> j.236bb -> j.236bbb will give you a knockdown. If it does not, you are doing it wrong. The theory behind maximizing damage in a drive loop is pretty obvious. You are a Titanium member so I will be blunt with you. Do the most damage to your opponent as possible while avoiding the negative effects of proration. Taunts in a combo, slow the proration process, and do more so the earlier they occur in the combo. Throws on the other hand, are awful for proration scaling; which is why combos started with throws are not the highest damaging ones for Taokaka. Taokaka gets 4 vertical drives, after that she can only drive horizontally. You need to spend her vertical drives wisely in combos, which bring us to the next point. Now as far as drive loops go, your aim is to get the opponent horizontal with Taokaka, and continue to do 5d~6 drives as much as possible, usually coupled with j.c's. Take this same combo we used earlier for example: 236cc -> 2d~6 -> j.c -> 9d~9 -> j.c -> 9d~9-> j.c -> 9d~9 -> j.236bb -> j.236bbb. How can we turn this combo into a drive loop? Let's make our opponent horizontal to us. How? 2 widely accepted options here: First, stop the initial D cancel. Do 236cc -> 2d -> 5d~6 -> j.c -> 5d~6 -> j.c -> 5d~6 -> j.a -> j.c -> 9d~9 -> 9d~9 -> j.236bb -> j.236bbbb. See what happened there? By not canceling, it allows Tao to keep her opponent at her level in the air. Number two, in a corner, hitting a 5d~C followed by a 5d~A is another way to keep your opponent horizontal to you without using up a vertical drive. Note that with this option, the opponent must already be airborne. You are correct when thinking this, I also have never found use for the 236cc after a taunt. However, Taoftw is only human and I believe he meant 236aa. I have been wrong before, so fellow Tao's correct me if I have led this Kaka astray Do you wish to have more damage on your combos? If you answered yes, I believe any combo that does more damage than the others would be considered staple. As for the timing, it is best described through watching it being done in the Japanese Tutorial Video. You can find this in the Visual Combo Tutorials section here at DL. If you have figured out how to do j.2d~b, you have already gotten 3/4 of the timing on the technique down. Like I explained above, those are the widely accepted combo endings that provide not only the most damage, but also guarantee a knockdown. If you want to get fancy with cancels, they mostly happen earlier in the combo string. Taokaka's combo endings will all look similar because of their superior function and damage. Also note that finding "the most damaging" combos has probably already been done by Japanese players since they do nothing but spend days on ending finding them. Just_here has two videos worth of combos translated in the Visual Combo thread. I would also suggest trying out your own variations and posting them for us to see. I am feeling very lazy after posting that giant novel, so please indulge me with the combo you are trying to do?
  13. Hello again Tao's; After much frustration trying to pull Cat Spirit 2 combos off on the cast and not being 100% sure what works with who; I compiled this small list of Cat Spirit 2 compatibility, with a few small tweaks for damage. Tao's Cat Spirit 2 Combos: Character Specific We'll start off with Arakune and Tager. Remember watching that Japanese video where the Tao takes the opponent off the screen? Well this similar combo is completely doable in a normal match and it happens to hurt the opponent like hell at the same time: 5B -> 6A (1hit) -> JC -> j.2d~b -> 5C -> 2D -> (5d~6 -> j.c) x2 -> 5d~6 -> j.a -> j.c -> 9d~9 -> 9d~9 -> (option one: air-throw -> 236cc) (option two: 236bb -> 236bbbb) Next is BANG BANG BANG! Mister big shot also has a character specific combo that makes him different from the rest of the cast: 5B -> 6A (1hit) -> JC -> j.2d~b -> 5C -> 2D -> (5d~6 -> j.c) x2 -> 5d~6 -> j.a -> j.c -> 9d~9 -> j.b -> 9d~9 -> (option one: air-throw -> 236cc) (option two: 236bb -> 236bbbb) The Imperial sociopath Jin has his own specific combo for you to practice: 5B -> 6A (1hit) -> JC -> j.2d~b -> 5C -> 2D -> 5d~6 -> j.c -> 5d~6 -> j.a -> j.c -> 236bb -> 236bbb This combo is for V-13, Ragna, Lichi, and Hakumen: 5B -> 6A (1hit) -> JC -> j.2d~b -> 5C -> 2D -> (5d~6 -> j.c) x2 -> 5d~6 -> j.a -> j.c -> 9d~9 -> (option one j.236bb -> j.236bbbb) (option two: if you are feeling risky do an air throw -> 236cc. The reason I do not recommend this is because the throw tech is visible when done on these characters, whereas with Bang, Tager, and Arakune it is much harder to see.) Noel, Rachel and Tao herself have the least damaging applicable combos albeit Carl: 5B -> 6A (1hit) -> JC -> j.2d~b -> 5C -> 2d~6 -> j.c -> 9d~9 -> j.236bb -> j.c -> 9d~9 -> j.236bbbb Carl: Sorry folks, I was unable to pull anything in the Cat Spirit 2 repertoire up for Carl besides corner moves. Unfortunately, Carl has few combos worth a damn that you can pull off on him, so I would recommend studying the ones that do work in depth.
  14. ♪♫ Wheeeeee thank nyu Ronove ♪♫
  15. Carl just sucks to do any combo on. You can throw the traditional taunt combos out the window on Carl (Arakune too.) It's the same deal. The 214 D is rapid fire after the taunt, and the B cancel is no different from the first one in the combo.
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