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XDest

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  1. From the videos: j.C->5B->3C->236A->5D~B->22C->2D~5->6D~6->j.C->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 [~3650] (looks midscreen? more damage than normal cs1 j.C?) (corner) j.A->2A->5B->3C->236CC (first whiffs)->22C->2D~6->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 [2713] CH j.D~A->5B->6A->22C->2D~5->6D~6->j.C->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 [3478] CH air-to-air j.C->5C->2D~5->6D~6->j.C->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 [3549] 2D combo before burst looked the exact same as its CT variant. So probably 3700-4100, depending on how much same move proration. CH j.D still combos into 5B, probably still combos with 5C too. Is it just me, or does she almost play exactly like CS1 non-taunt Tao, just without fullscreen j.D, and a different 3C combo? >3C->236A in blockstrings now available. >j.B is really useful in air-to-ground and jump canceled blockstrings. 2D~B->j.C seems to now be replaced by 2D~B->j.B >I haven't seen j.2B used that much, but it received no nerf. Why is this?
  2. You know in CS1, j.C on BnB does LESS than this on average, even with taunt loop? Crazy stuff.
  3. (Corner) ~->3C->236236B->6C->6C->JC8->j.236Bx5(x3) No wonder they were saying it was more simple, the super jump cancel is gone...
  4. Everything linked into 6C wallbounces. 6C by itself slides, from what I'm hearing.
  5. - Air to air, falling CH j.C->6C still wall bounces - 6A now hits a crouching Tsubaki? - No more insanity damage, but can still do 2500-4000 from a lot of things - Something about AB2 Combos being more simple? "二匹コンは簡単になって、微妙にダメ上がってる。" - Combos look almost exactly like CS1 non-taunt enders, plus the new j.B - Cat2 loop remains in the game it seems. - 6A combos seem to max out at ~2500, 3C combos are capable of 1000 more than that in some cases - 5C is really useful again because of the level up, 6C link and the reach it has. - The hitstop on D moves gives some people bad feelings about the character She is sounding like a fine character still.
  6. Center of the screen ~>3C>236A>5D~B>22CxN>2D>6D~6>j.C>9D~9>j.2D~C>j.C>9D~9>j.2D~6>j.236Bx5 If you're close, you can substitute in 236C. Looks like we had nothing to worry about combo wise? This post says CS2 Tao averages 3000-4000.... just like CS1 Tao. I hope this is real.
  7. I'm pretty sure the post was talking about attack level. CH 5B -> 5B was possible in CT, but not CS.
  8. Possibly the result of 3C being special cancelable. But isn't there two up drives there? I thought every drive same move prorated now.
  9. Well, all of the previous changes stand unless somebody says something different. Not having a reliable midscreen combo that's not prorated by 6A might end up being a problem, the loss of j.D movement does really affect us, and the fact that our HP stays the same and we're losing half of our damage output in some cases. But at least it doesn't look too bleak. We'll have to see.
  10. I think it has wallbounce when linked from something, and slidedown when used by itself. Might be wrong though.
  11. Well, I haven't heard of any other change to 3C other than losing its 5D link. So I'd assume that would work? Also, seems like they're trying to work hard to find a new AB2 combo. Good luck to those players.
  12. Try 3C->22C, 3C->236A or 3C->5B in the corner in CS1. They all work. The only thing that was removed was the gatling into 5D, I believe. Correct me if I'm wrong. If 22C works, that means 3C combos in the corner are just fine, as that move barely prorates at all. Well, she does still have 5D, j.4D, Triple Jump, Double Airdash, [2]7/9D, all of her cancels, and etc... as movement. She just can't spam j.D anymore. It's probably for the best, but will take some getting used to.
  13. Well, let's look at the Japanese forum as of today, and see if we can find some Taokaka info. Assume that all loketest changes stand, unless we're told otherwise. All forum posts could possibly be false or translated wrong, don't think of anything you see here as the full truth yet. http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1288378865 - It seems the new j.D is quite awkward. It stops really early. - People don't know how to use the new j.B yet, but it seems like it has good range. - Damage sounds fine, although I don't know which combos are trolls and which are real. But 3C in the corner connects with 22C and 236A in CS1 even without gatlings, so that should be the same way in cs2 unless stated otherwise. - 3C is now special cancelable to make up for 3C->5D being gone? (unconfirmed), apparently 3C on guard is very risky now. - AB2 combos still possible? - 5B→6A→j.2D~B→22CxN→2D→j.2D~C→j.B(1)→6D~6→j.B→9D~9→j.C→JC→j.236Bx5 [unknown Damage] This looks legit, although it uses j.2D twice. But I guess one same move penalty couldn't hurt a combo THAT much. - CH 5B->5B works again, possibly CH 5B->6C? I'm guessing they put the levels of 5B and 5C back to CT values. - 6B->5B works on Lambda. - 5B->5C->j.B->j.2B->j.C->5B works on Tager, Jin, and Hakumen, although it's a joke combo apparently. Who knows, might be useful for resets.
  14. Even if taunt did any positive proration in CS2, taunt loop would STILL be dead. Every single drive has same move proration in loketest 5. Meaning if you use them more than once in the combo, your combo is dead meat. Unfortunately, this also limits a lot of drive cancel combos too. Hopefully our new j.B will help us fill the holes where we had to do multiple drive cancels of the same type before.
  15. Personally, I love movement based fighting game characters that go outside of the norm, that's why I stuck with Taokaka in CT. There not all that many of them in fighting games in general, but if done well they can be amazing characters. I believe the main problem in CS is that a lot of characters lost their tools to fight against that style, and the fact that we had more damage and lower recovery drives meant it became way too good. They had to balance it, not go overboard. Let's hope the final version of CS2 has a more refined Taokaka than the loketests. Personally, I think they already had the character right in CT.
  16. People dislike trying to catch her all round, and dislike getting taunt looped for hours, mostly. And the worst thing is, most of us thought taunt loop was boring in the first place, but were forced to do it for max damage. But a lot of people will recognize that she was one of the harder characters to play as.
  17. i'm the best tao in north america bitchezzzz seriously though i am
  18. No, not unless ArcSys comes out and says "I take that back, you're un-nerfed now" when it officially comes out.
  19. Her difficulty was mostly figuring out spacing techniques. The better you did at mid-range, the better of a Taokaka player you were. Of course having good execution was needed, but not always mandatory. You look at all the movement options to provide variety of movement, and you can see a lot of things. 3 Jumps, 2 Dashes, a variety of pouncing drives, and 4 cancels (including RC) to each of those drives. All of those are fast and have little recovery in CS. But since it's a LOT of options when you put everything together, the more specific you are in choosing the right option, at the right place on the playing field, at the right time, the better off you are. There were times where my execution was off, but my spacing was proper, and I still ended up being a really annoying opponent to face. Since Taokaka had an extremely above average damage output on a lot of things, as well as all these movement techniques, if you could master both she might have been the best character in CS1. Possibly above Bang/Litchi, even with how fucked up they were. And of course, SBO results and ArcSys going overboard with changes backs up that theory. And of course, you because your best place was at mid range, that means you could pick your fights and play runaway whenever you want. Things are less predictable when you don't know when they're coming. 5B wasn't and isn't her BnB starter by itself. Why? Because she wasn't supposed to be right in your face very often. I'd say that air-to-ground j.C/j.B, CH drives, and airgrabs hit more often than that unless your opponent leaves gaps in his blockstrings, is getting punished, or is getting IB 5B'd. And 6C does not hit good players by itself very often, since it's slow and has to be planned out. The damage for both of those moves has to be put into perspective. 2A was only better because it was easy to confirm a combo from 2AA, but I'd say Makoto's CS 2A is much more annoying than that ever was. Even in CT, Tao's 2A only did about 2200-2500.
  20. Even that has j.2D twice in it. The first one is after the 6A.
  21. CH 5C->6C and 2C->6C should get 4k+. 3C will only do damage in the corner or with meter (3C->RC->6C is possible, 3C->236236D is possible). 6A does shitty damage without taunt loop (below 3k). So we don't.... really have a BnB over 3k anymore it seems? Somebody correct me if I'm wrong here.
  22. Yeah, I know that. But there were a lot of other nerfs to deal with that. They already got rid of taunt loop, and made her drives have more recovery before loketests 4 and 5. Taking away any BnB launch she had, and screwing around with the movement possibilities of the drive/drive cancels seriously screws with the character. Making her worse than her CT version, who was a normal mid-tier character, is not the way to go. No matter how much complaining there currently is about CS1 Taokaka.
  23. She would be fine if they weren't completely nerfing her drives and 3C. This is seriously ridiculous if they couldn't see that it was going to make Taokaka a bad character.
  24. Apparently I'm your new mod. Yay.
  25. Taokaka has lower health, and her BnBs (her 5B vs Ragna's 5B) are about the same damage, if you're not going for oki with Taokaka. If you are, you need to sacrifice about 500-600 damage. And Taokaka cannot get any of her health back, Ragna can get 500 damage back in the course of a round and be a normal health. If you ever think Taokaka players are going to be getting 6.8k with every single hit, that's dead wrong, getting a 6C hit has to be well placed. Both characters will usually get ~4k off random hits. Taokaka has her movement options, but Ragna's moves have pretty large hitboxes to abuse against that. Taokaka can play her normal game, but the player has to be aware of that fact every time they approach. It's not as bad as Litchi's j.C, but it's noticeable. Most of Taokaka's gatlings can be IB DP'd, including 5B/2B into 5C. She's better off just super jump canceling a 5B/5C/6A, or 214D canceling other moves to avoid that. Ragna has a really good 6A making air-to-ground a bit difficult too, you have to time and place things a little better with amount of head invincibility that move has. It's probably even, but the guy said no 0.5 changes.
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