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Everything posted by XDest
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I think Taokaka is: 5.0 vs Ragna 5.0 vs Bang 5.5 vs Hakumen 6.5 vs Tager Although they're only 0.5 off from what you think. Pretty much agree with the rest of her matchups in that though.
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After a Dragon Punch is blocked.
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Plain oki into 5B->5C to punish somebody not getting up or somebody rolling? 5B -> 5C -> 2D~6 -> j.2D~C -> j.2D~C -> j.C -> .. 9D~9 -> j.C -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 does around 3800 I think. Also, you should almost always be doing 5D~B [hit] for non-taunt 3C combos, it's less prorated in general because you don't have to do the 5B as well, you're doing just 5C or 22C into the combo.
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Actually, the 5C variant would do 3650, the 22C variant would do 3750, you can do a double j.2D~C on the 5C version. 22C will probably be more relevant in combos when we need to use non-taunt again. For example, 6C->5D~B->22C will do 5300, while 6C->236CC will do 4750, quite the difference. Also CryingVoid, those 9D~A combos, and most of these non-taunt combos were actually first seen in http://www.youtube.com/watch?v=hPULRMRccyg , quite a good while ago. I should have added those variants to the first post, guess I just forgot to.
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Yeah, that's the problem with combos involving 22C, you have to be closer to them horizontally, and have to time it as fast as possible. But if you know when you can get it in, it definitely prorates less, leading to longer, slightly more damaging combos.
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Actually Carl has a normal hitbox for Taokaka in CS for the most part. The annoying are Litchi/Mu which don't allow you to do 5B->6A while they're crouching, characters that don't allow 5C->2D~6 in non-taunt combos like Litchi, Hazama, Tsubaki, Rachel, etc... Also any 6C in the corner in AB2 enders is usually 2 6Cs (with the second one being slightly charged), unless you're against Tager (in which you leave out the second 6C). It's charge2->7D4~B, not what you put down. Also, specify when there's delays for j.C -> .. -> 9D~9, as that's usually what it is.
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If Tao has 20 heat, her 2C does 8.8k. If you can actually do the combo.
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[CS1] Taokaka most damaging combos from starters {for both loop and non loop}
XDest replied to AtrixWolfe's topic in Archive
You forgot the "without meter" :3 -
If you master both, you'll probably be able to handle any combo that CS2 Tao will have.
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CS Tao drives ARE way too good recovery wise. They're fast, cover the whole screen and do 4k-5k on CH. And the A/C cancels allowed pretty continuous pressure against non-DP characters. I would definitely be fine if they went back to CT drives or somewhere in the middle. CS' drive recovery was a bit ridiculous in practice. They're pretty much going back to CT Taokaka by the looks of it, because there was nothing wrong with it, other than a few bad matchups. Hopefully they give her 10500HP back. They already reverted drive recovery, gave her back her old cat2 from CT, and got rid of taunt loop. Other than the j.B speed/range (now j.2B), they pretty much reverted all CS Tao changes. All that's needed now is her HP. I played with CT Taokaka for a year and loved it. Frankly, even though CS Taokaka is high tier it's a bit more boring, I'm playing it less and less now. Taunt Loop is boring. Drive cancel's low recovery pretty much advocated spamming them until you got a CH. etc...
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For another 3 months, yeah. I guess the AB2 ender really sent her damage output over the top, +2k off anything. 8.8k for 20 heat is pretty insane. And of course with a character with this many mobility options, new stuff can always be found on that front. And the character has always been pretty damn fast/safe. Pair that with an amazing player like Tsujikawa, and you get SBO's result.
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Yeah, that's how it is for unlimited Taokaka, but apparently it is j.B in CS2.
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I was thinking, j.236BB->j.C->9D~9 probably could have been a short loop in CT if not for the combo timer (which was taken out in CS). All three of those moves have pretty high P2s (80,80,89,92). And the new j.B (which is the CT cat2) is said on the blog to prorate really well. Maybe it'll replace our current cat2 loops, albeit with a few less reps?
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If you want to do that combo, try 6C->5D~B[hit]->22C instead of 6C->d.22C. That one does work.
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Not true, 1 taunt + 5C ender will do ~3850. 2 taunts will do ~3950 (off 5B) Also, most of these are pretty universal. Except for the fact that 3C -> 5D~B -> 5C doesn't work on Tsubaki, Hazama or Litchi. But 3C -> 5D~B-> 22C is actually better anyways (provides 100 more damage + a longer combo, but it's more difficult to time)
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She's getting a same move proration on j.2D, but nothing is stopping you from using one j.2D~any (before the end), one j.D~any, and the rest as 8D's, j.B's, j.C's, etc... As well, other unannounced nerfs on this loketest according to the Tao forums were j.B/j.C being leveled down (less hitstun I think), and crawl being slower. Examples currently that escape same move proration on both j.2D and j.D (but still do damage) would be: 5B -> 3C -> D~B -> 22C -> 2D~6 -> .. -> j.2D~C -> 6D~6 -> j.C -> .. -> 9D~9 -> j.C -> 9D~9 -> 3D~3 -> j.236Bx5 (it uses two j.2D's, but doesn't use the second until the end, hopefully it wouldn't screw it up too much). 5B -> 3C -> 6D~6 -> .. -> 8D~A -> 2D~5 -> (j.)6D~6 -> j.C -> .. -> 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236Bx5 (Same here, 5D doesn't = j.D, so no same move there. We just run into trouble at the very end. If we run into trouble with 3D~3 -> j.236Bx5 after we've already used a j.2D, we could somehow do j.C -> JC -> j.236Bx5 to end off our combos instead of j.C -> 9D~9 -> 3D~3 -> j.236Bx5. It all depends on which works, and which will still do damage. And of course we don't know how much the new j.B (CT cat2) will change things up, it might be drastic. And AB2 combos still work fine, so finding more midscreen ones would be a great idea (another was found just recently with AB2 -> 6D~6). But that's what we know about Taokaka comboing in CSII so far. We won't know any more unless we get videos. But there might be more nerfs or more buffs by the time the second and further loketests come around.
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Oh I see, I thought you were talking about 236C. Yeah, I haven't been able to do AB2->8236B yet, the timing is probably so incredibly strict. Unfortunately, there's no easy AB2 ender, because of the nature of it. The most common are the AB2->Taunt->236C and the AB2->236A->4D~6 types around here though. Although apparently AB2->236A->j.D and AB2->236A->HJC7->j.2D~6 is also doable.
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Missed the taunt before the cat3 there. Must have been tired.
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Apparently. I can't time the j.D or j.236B itself ones at all yet. I'm mostly familiar with the Taunt->236C and 236A->4D~6 ones.
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According to the JP Tao forums, j.2D got same move proration, j.B and j.C were leveled down, and crawl has more startup ;_;. I liked doing j.2D~C->j.2D~C, j.2D~C->j.2D~A and cat2 loops too. Well, at least we have alternatives for like 100 or 200 less damage. Oh well.
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The 6 routes of ab2 combos (Copied from the japanese forum http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1281638361/292): ①Cat3 Route Taunt->AB2->Taunt->Cat3(->Cat3)->6C->..>6C->HCJ7->Cat2x5->JC9->Cat2x5->JC8->Cat2x5 ②j.D Route Taunt->AB2->Cat1->JC->j.D~6->Cat2x5->JC8->Cat2x5->JC8->Cat2x5 ③ j.2D Route Taunt->AB2->Cat1->HJC7->j.2D~6->Cat2x5->JC8->Cat2x5->JC8->Cat2x5 ④j.4D Route Taunt->AB2->Cat1->4D~6->Cat2x5->JC8->Cat2x5->JC8->Cat2x5 ⑤Cat3->Cat1->j.2D Route Taunt->AB2->Taunt->Cat3->Cat1->HJC7->j.2D~5->Cat2x5->JC8->Cat2x5->JC8->Cat2x5 ⑥Low hitting Cat2 start (I really don't get this one, can somebody please explain it? I think it's VERY character specific if it even works at all.) Taunt->AB2->Low hitting Cat2x5->JC7->Cat2x5->JC8->Cat2x5 And degree of effectiveness per character: Ragna(High Difficulty)…⑤>①>>②=③>④ Jin...②>③=④>①=⑤ Noel…②>④>③>① Tager…① Simple. Just omit one of the 6Cs. Tao...Is too kawaii to be hit by things like that. (I swear that's what it says). Use ② or ④. Rachel…②>③>⑤>>①=④ Arakune…②>③>⑤>>①=⑥=④ Bang…②=④>③>①=⑤ Litchi…②=④>③>①=⑤ Carl…④>⑤>①>②=③ Hakumen…Any. Lambda…②>①=⑤=③>>④ Tsubaki…②=④>①=⑤=③ Hazama(High Difficulty)…⑤>①>②=③>④
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No, they haven't said anything about that. That was about the new j.B possibly being the CT cat2. btw, I was fiddling around with 22C in non-taunt combos, it seems it prorates slightly less than 5C. This leads to interesting combos. As well, 5B D~B 5C will not work on Litchi and Hazama, but 5B D~B 22C will. 5B -> 5D~B -> 22CxN -> 2D~6 -> j.2D~C -> j.D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236Bx5 [3764] 6C -> 5D~B -> 22CxN -> 2D~6 -> ... -> j.2D~C -> j.D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [5301] Close to 3800 off of 5B. Only 470 damage off from a full taunt loop. Timing 5D~B -> 22C is definitely pretty weird since you almost have to mash 22C directly after you press the B cancel, but you'll get used to it. Edit: I also read on the Japanese forum that j.2D was getting same move proration. But no worries, j.2D~C -> 6D~6 -> j.C -> .. -> 9D~9 -> j.C -> 9D~9 goes in all the same places and does around the same damage. But I think it's almost certain that we'll lose any cat2 loops we had in combos. Hopefully the new j.B will extend things enough for it not to matter. We simply don't have enough info at this point, hopefully the next loketest will have Tao vids.
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http://www.youtube.com/watch?v=JI3eYKAJi1I Kitty Masterpiece Theatre II - No taunting allowed Since it's being taken out anyways, why not.
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The first line for Tager is "知らん" (Don't know), the second has the thing about collider, there was literally no other info. btw Skye: 2匹コンは健在 translates to "AB2 Combo is doing fine" I believe, nothing about Taokaka's health. Searching for " 2匹コン" on nicovideo gives you the AB2 ender combo vid. Also, it specifically states that j.B is CT's cat2 motion, and has a limit of 2 reps, if I'm reading it right "CT猫2のモーションで2回". CT's cat2 was very different from CS' (which still remains), it goes vertically and provides knockdown, if the properties are the same. You should probably update the first post with these changed. Somebody correct me if I'm wrong here.
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If you looked at the page, it said "we don't know any more (info)" for Tager and Hakumen. Obviously whoever reported didn't get to see too much of those two characters in action at the loketest. So we can't tell yet if Tager has been changed.