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XDest

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Everything posted by XDest

  1. Master Kou is always beastly. And thanks.
  2. Nope, Kou eliminated me. We all got there ~5 hours late (started at 9am), so we took the place of randoms that lost once and left. Kou won, Leo got 2nd, some psn Noel got 3rd, and I got 4th I think.
  3. I'm at AN now, looking forward to playing some more bbcs2.
  4. Yup. Unless you're in the corner, or hit something dash cancelable, use the 5B->6A route.
  5. Stickied and changed the name of the General Discussion thread, take all random thoughts over there. Thank you.
  6. Found a pretty cool alt 236CC combo: 236CC->6D~6->j.C->8D~A->2D~5->6D~6->j.C->9D~9->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 [~3500]
  7. Edit: Oh I see, you mean jumping C, not jump cancel, eh?
  8. Yeah, that's exactly the BnB I've been using. 236CC->5D~C midscreen is way too unreliable against a lot of characters.
  9. When some of you do 236CC -> 5D~C midscreen, do they sometimes land behind you, making you unable to do a j.D~B after? I'm having this problem against some characters.
  10. So apparently 2B, 5B, 5C, 6C, and 6A are all air unblockable. Brilliant. 2B caught me by surprise.
  11. Ah, now I can do it quick. If you're holding 9, you have to pretty much mash D as soon as possible after the 2D~C. Now she doesn't do the extra jump ever. Double tapping might be the easiest way to accomplish this.
  12. Day 1 Impressions: - Drive range nerf is really good for getting rid of bad habits. Fullscreen drive was risky in the first place, now you'll have to think more about how to get in. You have a bunch of other movement tools to do so. - 3C only combos at really close range, or in the corner. You're better off using 6A(2) most of the time, even if it does less damage. - j.C air-to-ground is buffed, since you can still dash->5B, the 3C afterwards will always work. This leads to ~3.9k. - 6C CH still bounces for relatively good damage. - The dashes inbetween up drive A loop is really not needed most of the time. - Up Drive A loop is easy as hell - AB2 ender is really easy now comparatively. No superjumps or timing a second 6C charge is needed. - Taokaka's corner damage off 5B is 4.6k with 236CC. - j.B is fast as hell, probably great for pressure. - CS1 non-taunt combos work for air-to-air, but do less damage because of same-move proration. If you can confirm it into an up drive A loop, it'll do more damage. - Drive hitstop makes certain things easy, most combos do not require you to be fast at all
  13. I'm finding the opposite, if I hold 9 directly after the 2D~C, she jumps, if I wait a split second, I'm fine.
  14. Odd thing I found about the j.8D~A ender in CS1: If you don't delay the 9D~5 after the 2D~C, it uses up all of your jumps, and you can't do the final 9D~9. Is it like that in CS2 as well? Edit: Ah, it thinks I'm jumping before the 9D~5 if I do it fast. Heh.
  15. Moved all posts that don't relate to CS2. Keep it on topic (this means you: Akira-Shiro).
  16. You do know LK is probably one of the very top players in North America... right? Also, Jin, Hazama and Ragna matchups are arguably even or in Taokaka's favour. Tager is highly in Taokaka's favour. This is in CS1. Probably going to move a bunch of these posts to more relevant topic in a second. This discussion has NOTHING to do with CS2 Taokaka.
  17. I'll deal with it. Haha.
  18. Alright, nice to see there's still interest. Next week, let's try to get something going.
  19. Are we planning to have CS2 gatherings when it comes out on console?
  20. I'm in, when I get CS2. From what I've seen, Taokaka is 95% the same. So it shouldn't be too hard.
  21. For the first few months it was.
  22. I just skimmed it over. I should probably be more awake when replying to different things.
  23. >Implying you found a proper way to deal with it
  24. Sounds about right. I don't really know many except for replacing most of the up close green grabs with 6Bs.
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