Jump to content
Dustloop Forums

XDest

Moderators
  • Posts

    1,374
  • Joined

  • Last visited

Everything posted by XDest

  1. It only really affects people jumping out of blockstrings. Taokaka is usually higher up on the screen for this to matter in her normal play, unless she's doing an air-to-ground attack. At which point she wouldn't be blocking anyways.
  2. A Taokaka with a good mid-range spacing game WILL be hard to deal with unless you have Litchi, or possibly Carl. And she's going to do 4-5k on every single hit confirm. And 7k on 6C. It's not "tons of little holes" that's 100% based on the player's skill with the matchup and knowledge of spacing with Tao. Which is why almost nobody catches Tsujikawa at midrange, and most of the time they're just going to eat damage. btw, j.C is complete shit vs Taokaka usually. Especially at super jump height, since 2D hits a person's legs and j.C doesn't hit below him (and j.C/j.B is too slow for that purpose). Taokaka is one of the safest characters in the game, has an above average up close game (not Bang/Litchi level, but still fine.) With A cancel being +2, C cancel being -2, B cancel being -5 variable on distance, and nearly everything beat either special/jump cancelable, she has a considerable amount of options. With tons of ways to get into an overhead, low or green grab. But that isn't her main game anyways, that's her mid range spacing game. Defense against her pressure is the same shit as everyone else. Jab quickly in a small hole or DP (and hope neither gets baited by low profile/double jump j.B/block/etc...), or try to IB everything. The matchup is probably 5.5-4.5 in Tao's favour.
  3. Other way around, I think. j.2B is CS' j.B, and j.B is CT's j.236Bx2.
  4. Wouldn't 5B->3C->6D~6->j.C->..->8D~A->2D~5->6D~6->j.C->9D~9->j.C->9D~9->..->3D~3->j.236Bx5 do more? I think it does around 3650, same as a double j.2D~C combo.
  5. But Taokaka was mid tier in CT and high tier in CS.
  6. Pretty sure she has always had that. But 2C always pushes back too much for it to be that useful.
  7. Two taunts in CT. 12 is the max in CS, when started from 6C.
  8. "6b slower" Nope, it just has more hitstun. That's a buff. 6B is the same speed.
  9. New j.B has almost no landing recovery apparently. Although it looks like it can't be done really low to the ground. 9D~9 -> j.B -> j.236B is apparently a great combo component in the loketest.
  10. More (from http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1281638361/601) , I don't translate very well at all, somebody will probably have to go over this.: - D moves have loads of hitstop, feels awkward - D moves have a different effect on CH - 6A still has head invicibility, CH 6A->6C still works - new-j.B is jump cancellable. It now differs somewhat from the CT cat2. Doesn't say how. - 3C->5D is still fine. 3C->5D~C->j.2D might be possible with j.2D's new angle? - j.D got screwed with. It's slower, has more landing recovery, and is now a poor aerial in general. - j.2D's angle goes almost completely vertical, instead of diagonally forward. Looks like it doesn't have same move proration, since somebody is still talking about doing j.2D~C j.2D~A/C. - C/6 drive cancels possibly got more recovery, and more hitstop. - Something about cat2's slidedown and high/low altitude. - 3D~3 -> j.236B is still shown in this guy's combos, weird. I thought that cancel was taken out? For example, he put 5B->6A->j.2D~B->5C->2D~6->j.D~A->9D~9->3D~3->j.236Bx5 [3300] into the post. - j.D changes really, really suck. Everybody is hating it.
  11. It should be, but there's a fine line since aerials are definitely a part of a character's approach game. There's usually a problem when you give a zoner an anti-air that really good. Look at Nu's 2C in CT. Sure it didn't have head invincibility, but its hitbox+speed made it mindless to use and abuse. Rachel's 6A in CT was almost that bad too.
  12. If a character has a ridiculously good anti-air, that will also really be abused mindlessly.
  13. 3D~3 -> j.B -> j.236B might work. Same move proration on j.2D was not confirmed, so that's possibly a small loop, or a combo component. Remember that j.B is the CT cat2.
  14. Hm, I didn't read anything about Tao's 6B being slower, just that 6B->5B now works on everyone crouching.
  15. - Slidedown on cat2x5 simply means we now get our oki back on most of our combos, I believe. - Slidedown on 6C means that it will only combo near the corner. But it will still wallbounce with 2C->6C apparently. - 6B->5B works on everyone because the hit level of 6B was raised I believe. That means more hitstun, obviously. - Even if 3D~3->j.236Bx5 is gone, j.C JC j.236Bx5 will still work. And any combos that get the opponent low enough (with the new j.B that's probably quite possible), will also make j.236Bx5 work fine. - If all goes well, Taokaka will still do 3.5k + new oki opportunities, once the new combos are found. I wouldn't worry that much about it. The only thing I'm worrying about is what they're doing to j.D. I still don't know what's going on there, I'd have to see it in a video...
  16. Yeah, 22C's good because it prorates less than anything else, but it has range issues. 3C actually prorates more than 5C. But it has no range issues and works on those 2 chars.
  17. 3C -> 2D~6 works on Litchi and Tsubaki while 5C -> 2D~6 doesn't (in a non-taunt situation). So it's a character specific combo to make some non-taunt combos work on characters like that. Also, I said that single taunt being useful depends on if they force it to still be 110% bonus for the first taunt or not. Because otherwise every taunt will be 30% making it useless, or every taunt after the first will be useless if it still gives a bonus. We'll have to see.
  18. 6C -> 5D~B -> 22C -> 2D~6 -> j.2D~C -> j.2D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 does 5301 I'm pretty sure, and uses no taunts.
  19. If the report was right (30% proration), then it's useless to even do one taunt. If the first taunt still does 110%, then it's useless to do more than one taunt in CS2.
  20. Nice, that works quite well. Never thought of it.
  21. It's failing on the taunt = do the taunt faster after j.2D~B. There is absolutely no delay because j.2D~B and Taunt.
  22. You can add a j.2D~C before the j.2D~A for around 150 extra damage, since 22C prorates less. But usually getting 22C requires the corner or a bigger hitbox than Litchi has, or for you to be really close to them when doing 5B. Personally I've had so many problems with non-taunt vs Litchi I would just settle with 5B->3C->5D~B[whiff]->5B->5C->2D~6->j.2D~C->j.C->..->9D~9->3D~3->j.236Bx5 for around 3150 usually.
  23. You need to practice more. But to sum up what you need to do, it goes like this: - Taunt -> 214D can be done asap, the 214 can be buffered while you're pressing taunt. - 214D -> j.2D~B must be delayed to keep the loop from going too high. - j.2D~B must also be delayed between the D and the B, depending on how far the opponent is from you. It's a very short delay, but it's still noticeable. - j.2D~B -> Taunt can be done asap. Keep this in mind when trying to train your execution for it.
  24. I would like to contribute for Taokaka, but my opinions would most likely only be +/- 0.5 from TaoFTW's opinions.
  25. B and A cancels were unsafe on block in CT, and Taokaka players did fine. Then again, she was mid in that game. But yeah, the player has to think a lot more about what they're doing when those cancels are unsafe, I hope they change it back (well the loketest did, right?).
×
×
  • Create New...