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Everything posted by XDest
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The kaka kitten army is real. ggs to everyone over the past couple of days.
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If you finish a string with 2B, 5C, 2C, 6C, 3C, 6A, 5D~B, 236A on block you're doing it wrong, pretty much. But you have no reason to end a string in any of those in the first place. 2B goes into 5B. 5B is -1, 6 frames startup and jump cancelable and gatlings into most of her moveset 5C and 2C can go into 6C or 236C or drive or 214D 6C can go into 236C or drive or 214D 236C is 0 on block 236CC can cancel into drive drive cancel C is +2 on block but leaves you in the air drive cancel A is -2 on block and puts you on the ground next to your opponent drive cancel B doesn't really have to be used in blockstrings at all 6A can go into 6C, 236C, or drive, it can be jump canceled too 236A goes into drive You have a good amount of options to keep things going up close with Tao.
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Cat Spirit 3 is not an overhead unless repeated or fully charged in BBCP. 6C is not punishable on block since you can cancel it into Cat Spirit 3 (or other specials) or Drive. Punishable is -5 or worse unless they're instant blocking. Remember that the frame adv/disadv only matters if you finish with it. If you're still doing gatlings/cancels it doesn't really matter. Here's Taokaka's frame data: http://www.dustloop.com/wiki/index.php?title=Taokaka_Frame_Data_%28BBCP%29
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For people that didn't know this already: j.236B -> .. -> j.D~A -> j.4D~A -> 6C can become j.236B -> .. -> j.D~A -> j.4D~A -> 66 -> 6C for slightly longer corner carry at the expense of a bit of time.
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236C..~B also works on Tager, where nothing else seems to.
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So I did some testing with OD. JC8 seems a lot more consistent than JC7 switching from character to character. From what I've tested, you can do these OD combos with different health levels while still getting the OD version of the super: (<=100%) ~ -> 6C -> OD -> 6C -> JC8 -> j.236Bx5 -> j.236236D (<=75%) ~ -> 6C -> OD -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D (<=50%) ~ -> 6C -> OD -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D (<=50%) ~ -> 6C -> OD -> 6C -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D (<=20%) ~ -> 6C -> OD -> 6C -> 6C -> 236C..~B -> JC7 -> .. -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D At 75% and 100% if you want the OD version of the super, you pretty much have to omit the second 6C. If you want to do 1 6C on Rachel, Mu, Nu, or Platinum, it's easier to do JC7 instead. 6C -> 6C -> JC8 -> j.236Bx5 is still easier than it though. 6C and 6C -> 6C don't work on Arakune or Tager.
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Close, ggs.
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ggs to everyone shoutouts to lag shoutouts to the new tao army
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I've run into some people just trying to mash their anti-air during my blockstrings. Most of the time they just take a 2C or 6C to the face because I'm just doing a normal gatling.
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Yeah, it's not a situation that shows itself very often. You'll usually have lost some health if you have meter and don't have your opponent in the corner.
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Anyone have some midscreen 100% health OD combos? I can only think of things like: 5B -> 2C -> OD -> 5B -> 5[C] -> 5[C] -> JC -> j.[C] -> j.236236D [3647] I wonder if we can squeeze a bit more unburstable damage out of this.
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Forgot to put this here. - Items input changed to half circle back A/B/C - 63214C charged fully causes a third potential bowling ball hit
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There's ways to get around this and not lose all that much damage for each situation. Just needs a little bit of lab work. For example with encore RC combos: j.C -> 5B -> 2C -> 5[C] -> 236A~B -> RC -> 2[C] -> 236CC -> JC -> j.D~B -> 5C -> 2D~C -> j.8D~5 -> j.6D~6 -> j.236x5 [3771] j.C -> 5B -> 2C -> 5[C] -> 236A~B -> RC -> 236CC -> JC -> j.D~B -> 5C -> JC -> j.D~B -> 5C -> 2D~C -> j.8D~5 -> j.6D~6 -> j.236x5 [3785] 5B -> 2C -> 5[C] -> 236A~B -> RC -> 236CC -> 2D~C -> j.6D~6 -> j.236Bx5 [3630] And for air supers: 6C -> 236CC -> JC -> j.D~C -> j.C -> j.236236D or 4D6~B -> 2C -> 5C -> 2D~5 -> j.6D~6 -> j.C -> j.236236D For ending in meterless non-oki: 6C -> 4D6~B -> 2C -> 5C -> 2D~5 -> j.6D~6 -> j.236Bx5 It doesn't affect any part of our combo routes other than that one specific ender. It can be worked around. - 5C -> JC -> j.D~B loops work. - j.236B -> .. -> j.D~A -> j.4D~A -> 6C works. - stuff -> 6C -> 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C works. - (5C -> JC -> j.B(2))xN works. - j.B(2) -> j.D~A -> 5D~A works. - Anything grounded into 4D6~B -> 6C works, unlike Rachel I think it's fine.
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So (5B -> JC -> j.A -> j.B -> j.C)xN in the corner while a tall character is standing fuzzies. I've made it guard bonus in training mode. How useful is this actually?
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We also have a skype group. If you want to be invited in there, I'll PM you.
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Yeah, there's a little bit of hitstop on CH still where you can't press buttons yet. Updated the opening post: - Added challenge mode combos #20-30 - Added in several j.236B -> .. -> j.D~A -> j.4D~A route combos - Added midscreen 6A combos - Almost filled in the midscreen section I'm leaving in some easier non-optimal stuff if they have more corner carry, or are easier for newer Tao players to grasp at first.
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You can't do 2D~6 -> j.236Bx5 against Kagura. 2D~5 -> j.6D~6 -> j.236Bx5 does work on him.
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What's the best you can do off DP punish midscreen? Best I have right now is: 2C -> CT -> 236CC -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236AAA -> 5D~A -> 6C -> 236236D [6008] There's probably much better options for this. Edit: Underestimated how much time you have after CT. 2C -> CT -> 66 -> 2C -> 5[C] -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 2D~6 -> j.236Bx5 [5687, 6178 with j.236236D ender]
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It looks like you don't have enough time off j.C or j.B air-to-ground to do the j.236B -> .. -> j.D~A -> j.4D~A route. Looks like a j.D~C -> j.2D~A route is the optimal one for those still. CH 6A(2) -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 66 -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3140] What else can you loop this route with?
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So which are the characters where 4D6~B works, but you need to B cancel a lot later? This affects combos that have been going on for a while since it might not have the untechable time for it. I think Hazama and Tsubaki fall into this category. Jin seems to be weird with timing 214D j.D~B.
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5B and 2B are short starters. j.B is a normal starter. I think I like 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C more than 236CC into that route, since it can be done a bit further from the corner. 236C pretty much requires you to be in the corner. It really looks like this j.236B j.D~A j.4D~A route is the most optimal in a lot of situations. Is it character specific?
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The first post is lacking since I'm letting people discuss exactly what the optimal routes are first. I'm updating it bit by bit. It'll eventually be pretty comprehensive.
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It's the notation I'm using for delays in the middle of a combo. Without the delay the combo will definitely drop, and I'm trying to be explicit about those. Thought I put it in the opening post. It's there now.
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Yeah, with the 5B omitted it does 3743.
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The route is easy-mode.