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Everything posted by XDest
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I just woke up, probably going to show up around 5-ish since I want to eat first.
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Oh btw, can you PM me the info?
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I'm interested in going to Fugu's.
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I'm starting to see a bunch of players reset while in AB2, then restart the combo with 2B/5B into another 4k+. Pretty impressive damage-wise. Regardless of the double not being able to mixup, you personally still can. Also, if they're in the air, 6C actually seems to wallbounce a good bit away from the wall, allowing you to simply run up and 6C again to continue the combo. I've also seen 5B -> 5C -> j.B -> j.2B -> j.C actually being looped into a reset in recent videos, pretty interesting.
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Maybe we can alternate locations every week instead of doing it bi-weekly?
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I'm always up for more BB.
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http://www.youtube.com/watch?v=gVCIAmm5R-k#t=6m39s DAT 6K. http://www.youtube.com/watch?v=gVCIAmm5R-k#t=8m26s BOWLING BALL HYPE Oh man this Tao is awesome.
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Apparently the characters thought to not work with the 5C->j.B link actually do work, but you have to change up your timing for it (you'll see the word jump delay come up several times). From JBBS: "ラグナ ジン ツバキ ハザマは立ちくらいjB昇りコンのディレイ必須" Roughly: "Ragna, Jin, Tsubaki, Hazama standing j.B combo you are required to jump delay!
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Alright, I think we can begin now.
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http://www.nicovideo.jp/watch/sm15881066 Holy fuck, 2B in the corner is at least 3.5k without meter now. Also, was that force crouch, or did he crouch last second?
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6C's new properties pretty much allows AB2 combos off any low near corner D~A. For example on the JBBS: 6C -> 6D~6 -> 2D~6 -> j.C -> 5D~A -> 6C -> AB2 ender Pretty sure we'll end up with a hell of a lot more going into that. It seems like that's where the awesome damage is at.
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I think I can come too.
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5A, 5B, 2A, 2B, 236C all got damage upgrades. 6B got a huge P1 upgrade (as well as fatal of course). From the JBBS: 5A 215 80 82 ※攻撃力 165→215 5B 400 90 86 ※攻撃力340→400 5C 550 90 89 2A 215 70 82 ※攻撃力165→215 2B 360 80 86 ※攻撃力210→360 2C 575 100 89 3C(1) 3C(2) 3C(3) 6B 440 92 87 ※初段・乗算 70・89→92・87 6A 320*2 70 86(once) 6C 700 80 92 6C最大 1100 80 92 5D 600 70 92 2D 4D 750 90 91 ※? 乗算92→91 計算ミス? J5D 550 70 92 J8D J4D 700 90 92 J2D 600 70 91 猫1 280 80 80 猫2(1) 380 100 80 猫2(5) 猫3(1) 660 70 92 ※攻撃力 560→660 猫3(2) 580 70 92 猫3(1)最大 820 70 91 ※?乗算 92→91 計算ミス? ダメはCS2と同じ Also 5B>5C>5D(RC)>6A>J8DA>2D5>J5D6>JC>J8D6>JC>J8D6>J2D6猫2 dm3724 Apparently AB2 combos can get up to 6k now. So meter is a hell of a lot more used for combos now, since CA and hexa-edge are nerfed. Looks intentional.
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That's such bullshit. It's one specific situation, and not even one that Taokaka was that great at in the first place. Which is up-close, standing, midscreen. Guess what? Most other characters got that exact same nerf in CS2. Most combos are now in the corner or in the air without meter for most characters. Hell, look at Hazama in CS2, his damage is weak until he gets meter or is in the corner, or does something ground-to-air. CS2 Hazama is no where close to the worst character in the game. The difference is that we also get really good air-to-air damage as I've been saying. We always have, and that's complimented by Taokaka's great neutral movement game. I really am repeating myself at this point, so I'll just shut up now.
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Moved netplay related posts over here to the other thread on topic.
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Well, I hope to play you more soon, so I can play more careful vs some of those situations.
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Yeah, good games, can't help but get annoyed by the rounds where I'd keep guessing right but have no chance to reset. Then you hit me with 2D/4D + reset into death because I tried to rush the last hit. Heh, oh well.
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Tager? You don't even have to play your normal game. Stay at the other side of the screen throwing bowling balls until he screws up. If he's fullscreen, he can't exactly sledge you, and if he tries sledging when the bowling ball is near him and you aren't, you have all the time in the world to punish it with whatever, just watch out for hammer of course. If he super jumps, 2D. If he tries to 2C anti-air, extra jump j.2B or 44->j.4D~any. If you're wary of using drives, cancel all blocked ones into C cancel 44 and he can't do much. Take advantage of j.ABA->2A fuzzies. Throw out random midscreen 6Cs to see if he runs into it or does something really slow at a range. Use 214D into j.A/B/C depending on where you are to gain a lot of ground fast. 6B is a viable overhead vs Tager (it will always combo, unlike other characters, and easily sets up for a crouch loop combo for resets). Oh yeah, and if he tries to 5D you while you're magnetized, crawl and 3C the bitch. A little riskier for 6A attempts, but still possible if you know when they'll be finished charging. Crawling under 4D and j.D still works. Watch out for 2D and 360/720 when crawling. As long as you're not blindly driving into his j.B or j.2C, and as long as you're not falling for 360 gimmicks, you're pretty much fine. The bowling ball? It was in the list of the loketest changes, which seemed to all stay. Apparently it's now faster and takes off a primer. We still need to confirm this though. Also Luna, play some braybrue with me~
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Is it just me, or is: HJC->j.236BB->3D~3->j.236Bx5 a lot easier to get than HJC->j.236BB->j.D~B->j.2D~C->j.236Bx5 and pretty much provides the same opportunities? I just wonder how the damage stacks up, I've gotta test. I can't see it being that much less, since it literally just uses one less drive and that's it.
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Yeah, only the dash version is somewhat challenging. The regular version involves holding or pressing 9 and alternating D and A in a forgiving window, very similar to the boring horizontal drive loops in CT (which was of course (6D~6->j.C)xN ). Of course CT offered so many other options that did the same damage, whereas we're pretty much forced into this in CS2. Thank god we seem to be getting some variety back, although at the cost of midscreen ground combos. But yeah, your reasoning is the same way I tried to find good alternatives to the taunt loop back in CS1. Haven't had much luck in CS2 because of every goddamn drive except for 8D having same move proration.
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You're pretty much allowed one 8D~A in CSEX. 2 max I think. Safe to say it's not coming back. Although really interesting combos with corner 6C are being found because of 6C's speed buff. The loop is pretty much only required in CS2 for attacks that have a high amounts of reps. It's a lot less significant for starters that already have 3 or less (I think it's like 3.6k vs 3.9k for 5B->3C). So CH drives, 3C, and 6C are hurt the most if you can't loop. Most BnB opportunities actually aren't a lot of reps at all. You can get away with not doing the dash version and doing one or two less reps most of the time without much penalty either. And of course if you're in the corner, you don't even need the dash.
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You can get a lot of loops off of CH j.D~B air-to-air. I think like 5 loops for ~3.5k. Most other drives will actually get closer to 4k. Bad cancels on hit/block are the bane of every Tao player. As such, playing Taokaka in input delay is pretty much impossible to do properly. If I get one of those connections, you're damn right I'm bailing right after the first time I see my jump come out a second after I press the button.
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5C generally hasn't been used by Tao players at all since CT outside of gatlings. Way too much recovery on whiff or block, not that many mixup options. etc... It was generally only useful for an easy fast 4k from anywhere in CT. Once that was gone, its relevance pretty much vanished.
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I wouldn't bother with CH 5C unless I'm near the corner. Then 5C->6C->Loop is very possible. Oh and for the extra jump problem after 2D~C, I figured that one out when CS2 came out. Just mash 8D after you press C. It'll prevent that problem pretty much completely. The only problem is that against a few characters you need to delay between the two to get a correct height for the 6D~6 afterwards if they're too high up already, but that's only like Rachel, Tsubaki, Hazama, etc...
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You're having trouble with 3D~3 -> j.236Bx5 eh? Because of the massive hitstop drives got in CS2, this timing takes a bit of work to get into muscle memory.