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Everything posted by XDest
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Yeah, I agree with you on lag-time being hitstun. But it looks like it'll still combo on CH closer to the corner, so I'm okay with this.
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Not true, it's good in places where a green grab would probably be. Also when guessing vs. lows. Also it's not all of dancing edge affected. It specifically says j.D. Edit: Cirno's translation added to the top of the page.
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Talk about glorious speedy, primer breaking bowling balls here. (Loketest Changes) Combo proration vs CS1 improved. The same combo from 2b yields that did 2900 in CS1 does 3200 here 2B - Now gatlings to 5B C Neko Makyuu (ball) - Startup slightly sped up, now removes 1 guard primer Tao Pitan - Leap distance decreased, now only covers roughly half-screen 6B - Now fatal counters 6C - Faster startup. Now combos from a 5C/2C hit on a crounching opponent j.d - Ground untechable time decreased (TL may actually be faster recovery for Tao?), now wall bounces on counter hit. 6C - Now has at under 19 frames of startup 5C/2C > 6C works on crouchers 5B -> 6A no longer combos. ~5d RC 6a(1?) air combo does ~3200 3C - Knocks back on hit, severe enough that 236a won't reach j.8d - Untechable time reduced, can only combo 2 loops before they tech now Hexa Edge - Wall bounce removed And other changes which might come about.
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In my opinion, it's pretty damn even. Hell, I think it was very similar in CS1 as well when they both had more damage. It usually comes down to whoever has the best neutral game and reading ability. I don't think it's as bad as you say. It's a game of patience. 2D will generally beat most of his superjump options (especially j.C), and 6C will beat many of his air dash options. If he's low to the ground in the air, 6A is a fine anti-air, and his j.D doesn't even really do anything anymore. j.D when timed right can beat j.C, j.2A, and j.2C, same with j.C. And then the rest is gauging whether he'll counter or not, throwing him at the right times, and conditioning the player to do certain things at certain times. Also, you generally don't have to crawl 5A/2A/5B/4C against Hakumen, almost none of them have vertical range. You can just play your air-to-ground game against them with j.2B and j.C if you know he's not doing a jumping attack. And if he attempts a counter in that situation, you have plenty of time to play around with the timing and spacing (use your movement to your advantage). If a Hakumen player is just throwing counters out, charging 236C or 6C can actual provide good results since it screws up the timing quite a bit.
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I would do the same, but 6A instead. Also generally Tao's j.D beats j.6D but loses to Hazama's j.D. The main thing to look out for here is 214D~B. Do a lot of jump ins with barrier to safely come in, it has really deceptively large range both horizontally and vertically. If you drive into it you will be losing 3k at least.
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I'm going to start to get some CS2 matchup info out there. As always, if you don't agree with something, please voice your opinion so we can further understand these matchups. I think Ragna vs. Taokaka is pretty even in this iteration. This matchup is very dependent on the neutral game. Ragna doesn't really have any projectiles, but he has plenty of moves with good range, especially his j.C, 214D, and 5D. If you can make your way past those attempts, then the neutral game becomes doable. Mostly you're looking for counter hit j.C, j.D or 2D. If you're not in the air, then running 2B is also an option for a fast way to get in. If you cannot get in on the Ragna player, this match will be very hard. Although if you do get in, you don't want to be stuck in a situation where you're constantly blocking Ragna blockstrings. You don't have a real way out unless you have 50 heat for a counter assault or hexa-edge, if you can jab out of a slower overhead, or if you can 6A/2B out of a jump canceled attack. Try to bait 6A and Inferno Divider. 6A can be punished like any other AA when baited, you can do a double jump j.2B, or backdash->frontdash->j.A/B, or backdash->j.4D, etc... During blockstrings, anything super jump canceled up close, either in the back or forward directions will make ID whiff. So will 214D. C cancel or jump cancel, into backdash j.4D might work too. And of course you could always drive cancel into block/barrier (depending on if you're in the air). There is definitely a bunch of ways to deal with DPs when playing Taokaka. If you can guess or bait these, you can get some good damage out of it. Try to naturally work these things into your blockstrings against Ragna, you might see that the player will randomly ID in desperation, only to have it whiff. Several of Ragna's moves are crawlable. Notably j.C, 5B, 214A and 214B. Make a note of when people have a habit of doing crawlable moves, and take advantage of it. Of course don't do it too often on guess, 2B will definitely beat crawl, among other things. Watch out for aerial 214B. It will actually beat out a j.D a high amount of the time. Use a different move if somebody is trying that as an air-to-air. Be careful with air unblockable setups, a lot of the time a good Ragna player will do aerial ID while in blockstun coming downwards. Same with purple grab escape setups, the ability to do an aerial DP changes its effectiveness. I'll post more later.
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Transferring over any relevant CS2 matchup info.
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Ugh, the matchup forums need to be completely redone. It's all just CT info that's no longer relevant. Well, it looks like some work indeed has to be done to get everything here up to date. Matchup forums are now completely reset for obvious reasons. I'm going to start posting a good amount of info in them this month. Should also help increase my own knowledge of CS2 to get this down on paper. Nothing is deleted, just moved to the archive forum.
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Post at this point if you still play online, I'm going to try to keep a list of active players online. And I'll split the two up in the first post.
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Anyone want to help me combine the two strategy guides stickied, and possibly add some more CS2 stuff to it? Add me on MSN, or PM me if so.
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I'm going to try and update this with Valk/Plat crawl into. Maybe style it a little better too. There's a lot of horizontal space unused here, thinking of putting it into a table so you can see a lot of this more easily at once.
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I check every time there's new posts on this board. It's just that doesn't happen very often, so it doesn't really need much moderation. I agree about cleaning though, I'll look into that. EDIT: Moved all CT/CS1 posts to the archive. Updating any things that are still relevant to CS2 info within the week. If you're still playing online, please make another new reply in the online Taokaka players thread to put yourself on the active players list.
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Hell yeah, put in more catgirls :3
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I just woke up around an hour ago, hope you guys had fun.
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haha, seriously.
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I'm there now.
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Guessing, guessing everywhere. I stopped playing that more than 3 years ago, I wouldn't be of any help to Deadliest. Also, I'll be at the next tourney that you guys hold. Couldn't make it yesterday.
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So does anyone know what options there are after a broken aerial purple grab? I haven't played much CS2 yet still, but I've seen a lot of different options in Japanese vids.
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Good luck guys.
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I was jimmyluc actually, alas the luck was not with me.
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I noticed that 236CC->5D~A doesn't work on some characters (like Tager?), I guess those are the substitutes.
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Ah, alright. Just wanted to know.
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How much would it cost for me to tag along too?
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If you're not doing the dashes inbetween, it's easy as hell. It's just holding 9 and switching between D and A.
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Oh yeah, thanks for correcting me!