-
Posts
73 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Sileh
-
5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236a > 2d~8 -> j.d~a -> 8d~6 -> 8d~6 -> j.c -> j.236b -> j.236bbbb This combo is nuts. Just practicing the first part up to the second taunt is a good way to hone your skills with j.2d~b and taunting in combos.
-
236bbb 3d is whenever I practice against Carl, Noel, Jin or Rachel.... They're the ones where I get to the end of the combos and it's like oh yeah I can't do that on them lol. So it usually ends up in a drop on my part; I'm just happy when I get at least 3k in a combo against them, non counter. **Was just thinking: you might be able to salvage the ground game if you cancel the d drive with a b.
-
You're going to want to hit the j.c on Rawrgna as soon as the spinning animation for Tao's D drive stops. Also, note that you will not be delaying the 236bbbb after the final d drive on Rawrgna. I see you are also holding 9 after the first drive. That is ok but you're making it harder on yourself than it needs to be. It should look like this: 4b+c -> 236aa-> 3d~9 (in reality hold 3 instead of 9)-> (release 3) j.c (hold 9) -> j.d~6 -> (release 9) j.c (hold 9)-> 9d~6 (release 9 quickly) -> 236bbbb (immediately) Last part needs to be quick on this one. If you are doing a 236BB -> 236bbbb combo, you will delay the first set of Cat Spirit Two's. (This specific combo requires a single set of 236bbbb)
-
The characters I would play against in training mode would be: Carl: (because of character specific combos) Noel: (Slight bit smaller than Jin so combos that work on her work on Jin/Rachel too, but timing with Noel is tighter. All combos that work on Noel should work with her and any hitbox larger (except some with tager) Any normal character: Bang would be a good choice since people seem to have problems with him. Same combos as with Noel/Jin/Rachel but you can add another drive loop. Tager: Some corner combos go through him. He is so frickin' easy to hit. Turn air tech on, ground tech on, block after first hit.... Go!
-
Very helpful; did not know this. Litchi is similar to Noel in that respect, as Noel's Optic Blast can be interrupted with a hit/block as well.
-
Tao vs. Tao is too much cute for one game. Seriously, just nail your combos, counter drives with C moves. It's going to come down to who can move better and who can land the most damaging combos.
-
I would recommend using Cat Spirit Two combos as your core combos. These are applicable to the entire cast, plus are easy to set up with mix ups. Bang does not pose a problem to me, but Carl on the other hand...
-
SkatanMilla posted this about hitboxes: As for your last question: I don't know.
-
3:13 excellent use of Sticky Kitty.
-
Here's an example of our very own RinHara5saki in a match using the 22C counter to Jin's Ice Car: (around 1:52 in the video) http://www.youtube.com/watch?v=V6yb6PZCja8
-
Hey, just wanted to give you some encouragement. I've been trying some taunt combos for the last couple of days, so you're not alone in trying to master timing and consistency. Just trying to practice the single hardest part of 6a (1) -> JC -> j.2d~b -> taunt has been my focus. I feel like once one gets it though, it'll be like riding a bike Also: When practicing the start of the taunt combo and doing 6a (1) -> JC, just do a regular j.2D after the JC so it looks like this : 6a (1) -> JC -> j.2D. Now, note the timing of the scratch marks on the opponent. Try hitting B at the same time as when you saw the scratch marks, and if you do it right, the frames for a follow up hit should be larger. You can definitely tell the difference between a normal j.2d dash, and a j.2d canceled with B. As soon as you can get a B cancel, quickly try to throw in a taunt (which hits only once mind you,) and follow up with whatever move is next. I'm still working on getting the j.2d~b down to having a natural feeling, because a combo that is not reliable might as well not be a combo at all Edit: If anyone cares, 6 hours into training today I started getting the b cancels a lot more consistently. Honestly my problem was canceling too soon, which is really easy to do. I think we should have a calender where every dustloop member starts to get his/her j.2d~b as it is a right of passage I'm so happy
-
Sorry, removing the comment now. Sheesh btw never have seen it posted.
-
Alright, awesome thanks. Missed that combo on the Video Tutorial Thread: 19. 4b+c -> [2]8d~b -> (6d~6 -> j.c) x2 -> 6d~a -> 9d~9 -> 9d~9 -> j.236bbb -> j.236bb [2800~(?)]
-
Yeah too bad you can't practice your astral without those special conditions Alright tell me what you think about this move: 4b+c -> hold 2, release 2, -> 8 d~b......etc ( You're holding the 2 while the throw animation is going.) Trying to come up with something after that, but I really want to get Trick Edge in the combo.
-
I picked Tao after seeing her victory dance where she runs into the pole.
-
Yes, XDest, more combos would be awesome. One combo like that is one small step for nyan one giant leap for nyankind! Ok that was lame
-
I think that would save Tao's followers some time. It might be easier for Taoftw to edit his BnB combo thread, but either way it would help Example: (Advanced Movie, #1 Combo) 5b -> 3c -> 5d~6 -> (j.c -> 5d~6) x3 -> j.a -> j.c -> j.c -> j.c -> j.236bbbb* *Note this is an example don't try it and say, "WHAT THE HELl THIS ISNT THAT COMBO!!" Edit: Tager's backdash is invincible for longer than hangover!
-
Sorry, but when you say the video references numbers in the bottom corner, where are they referencing to? I see no page on dustloop with reference numbers that correlate to the video.
-
Hey again all, Been working on this combo all day: 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2D~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (3667) Only thing weird about doing it is that when I do a j.2d~b -> 5c there is no way I'm getting in a 2d~6 after that. The other character is too close to the ground to follow up with a 2d~6, (practicing against Jin training dummy) so I'm throwing in a 5c -> 236cc instead and it's worked wonders. 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2D~b -> 5c -> 236cc-> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb (3958) (more damage if you can squeeze one more hit while doing j.236bbb XD) Btw,any insights or tips to why I might not be hitting the original combo would be awesome. I know I asked a question on this combo a few pages back, but this is a different issue
-
By just visualizing what you said, there is a difference between the two. The j.2d~b knocks the opponent back a short distance and has a slightly different arc iirc. The j.5d~b seems to make the opponent fly back farther laterally and has less arc, also it might take longer for Tao to land with this one. Again, I'm not playing right now so I'll have to give you an edit later with some tests. Briefly, use what works. If you can sub in another move that's great since you will be improvising in matches anyways. Train with both methods, and you might find yourself using the one cancel in certain situations. Best of luck. The notation for performing combos has to be looked at very closely to understand it. For example: a 6d is the exact same thing as 5d. Why? Because in order to achieve a ~6 you need to hold forward as Tao hits the opponent. I guarantee if you hit the opponent with a 6D without holding forward, the ~6 effect will not activate. In short, 5d~6 and 6d do not accomplish the same effect. However, if you are like me you will hold 6D down throughout the entire 5D, making the move a 6d~6. The notation just doesn't put it like that because, well, that would be redundant
-
Don't know exactly what combo you're on but you'll get it. Be warned that if you do get the combo, another challenge will replace it. Hint: j.2d~b timing in combos for me is still a biotch. Best of luck.
-
Depending on how high he throws the j.c, say he throws the j.c at the apex of the jump, I don't believe the 5C would beat it very easily (although I would love for someone to test this.) I can't think of any attack off the top of my head that would clearly counter a j.c if you trigger a IB. However, if hakumen does the j.c lower to the ground, you're right, it's a lot easier to mix up the aerial techniques on him. My beef is that hakumen usually does not throw the j.c out late and the block stun is a bitch, which can lead him to follow up with other attacks really easily. The defensive games fighting hakumen seems like a cautious offensive game, as a misplaced D from Tao can cause a freakin helluva lot of damage from a single Hakumen C. Eg: http://www.youtube.com/watch?v=0T89-hadccs Took a quick glance at the video since I'm busy now, but it seems even Fio doesn't have an answer for Hakumen's j.C.
-
Alright I'm not the best at this game so far, but I can tell you this advice is sound. May I add that when fighting Nu, if you can catch the D spam string early enough, punishing with a 236B is great. I've personally had trouble with the IB technique, as most of her attacks (namely the D techniques) trigger a long block stun. Avoidance by studying her attack patterns would be my strategy, but honestly this fight isn't my cup of tea. Also with the previous poster: The vid's Nu was okay, but her zoning wasn't noteworthy, which is where I believe Nu gains much more control of her fights. http://www.youtube.com/watch?v=IWinjtV4KX4 This guy would be a scary matchup.