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XDest

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Everything posted by XDest

  1. Yeah, I don't know exactly what causes that, j.D and j.2D have very similar properties in the data. Use less taunts or a level 0 ender if you do that, and it should fix itself just fine.
  2. Exactly. But Tsubaki is still really bad.
  3. Personal opinions time, yay! S+: Litchi S: Bang A+: Arakune, Carl A: Ragna, Hakumen, Taokaka B: Hazama, Makoto, Lambda, Jin, Mu C: Tager, Noel D: Tsubaki, Rachel I am not credible at all either, haha
  4. Fixed, thanks for telling me. I'm going to be doing videos for this thread very soon too, watch out for that.
  5. http://www.youtube.com/watch?v=oPrroohUrL4 lol taunt loops Taunt Loop -> 5C -> 2D~6 -> j.C -> 9D~9 -> j.C -> j.D~C -> 66 -> j.B+C (F/B) Taunt Loop -> 5C -> 2D~6 -> j.2D~C -> 66 -> j.B+C (F/B) Taunt Loop -> 214D -> 66 -> j.B+C (F/B) Taunt Loop -> 5C -> 2D~6 -> j.C -> 9D~9 -> j.C -> j.D~A -> 66 -> j.B+C (N) Taunt Loop -> 5C -> 2D~6 -> j.D~A -> 66 -> j.B+C (N)
  6. One would think so, but no, it works fine.
  7. 9D~9->9D~9 works fine if they're high when you do the 5C, or are Arakune/Tager.
  8. The height needed when doing 5C is character specific, actually. Lambda, Mu, Makoto, Tsubaki, Rachel, Litchi require a much lower height for the 2D~6 not to whiff. As well, Taunt -> 236CC combos do not matter height-wise, the 236C will almost always hit. Therefore if you realize these characters are too high in your loop, you can end off with that and recover most of your damage. As well, Arakune/Tager require that lower height to do the 6th cat2 hit. Hazama, Carl, Jin and maybe a couple of others require the highest height possible, or j.236Bx5 whiffs on the 2nd or 3rd hit. I'm pretty sure Noel has her quirks here too, and 2D~6 may whiff if they're not at a high point. The rest of the characters can be either, and it doesn't really matter. I posted most of this in the first part of the thread, to prevent confusion. http://boonce.org/up/tauntloop5c.jpg
  9. Just start with 5B -> 3C -> D~B [hit] -> 5C -> 2D~6 -> j.C -> 9D~9 -> 3D~3 -> j.236Bx5. Then simply work your way up. Some of the non-taunt combos can actually be harder in some ways than performing a taunt loop, just keep on working on what you're doing. Add new parts every time until it's max damage. But I really recommend you get taunt combos down. It's her BnB for a reason.
  10. You'll almost never run into a time where you have to use the 2D~C ender. I just put it there for completion sake. But it will work in some places where no other possible ender will. Namely, starting with CH drives. Doing one-two less loops and going for a "level 1" ender will net you around the same damage anyways there.
  11. j.2DxN vs. Tager was hilarious, definitely taking that one.
  12. Updated with more specific non-taunt information. I categorized the enders by amount of untechable time, and gave examples to get into it and damage for each.
  13. Yeah, exactly. The oldest trick for that is to do 3C 5D~B [no hit] and 6C is slow enough to catch somebody rollteching first thing. Catches more people than it should.
  14. Well, you do get almost all of your meter back if it hits, haha. The combo gives you 47 heat. I got 5628 off 5D RC 6C too. I got a little over 5700 off j.4D into it, and 6063 off [2]7D (this one actually had a 10th taunt I think).
  15. You know everything in the combo thread are her BnBs right? It's not that hard to read Start of combo -> Taunt Loop -> End of combo. Or Start of Non-Taunt -> End of Non-Taunt. It really cuts back on repeating things over and over and over. Because all taunt loop combos can end the exact same ways.
  16. No, the number of taunts and proration is dependent on what started the combo, and how many hits were before the first taunt. Very few actually reach 6-7k. .. is a delay.
  17. Err, it already says the max damage of all taunt loops in the combo thread in the number of taunts section in the combo thread. For non-taunt: 5B [3650] 6C [4700]
  18. Well the most common reason is rushing the delays (namely between JC->j.2D~B and between 214->j.2D~B). Just keep your cool.
  19. General gameplay tips thread? I'm up for that. 5D~C has so many other variants than just j.2D~B because it's +2 on block, and a good amount more on hit. 1b) The oldest trick in the book after it seems to be 5D~C 66 j.B+C, since some people like to mash the 7 button to get out of pressure. 1c) 5D~C->j.C makes it extremely hard to jab out of on block, and impossible on hit (9-2=7, only jabs are that fast, and they'll have to be mashed out). 1d) 5D~C->9->j.B punishes people mashing anti airs instead of timing them, and beats out some jabs too. In fact, extra jump->j.B is Taokaka's main way to punish anti-airs in CS. I'm pretty sure this also punishes both Lambda's and Mu's DPs. 1e) 5D~C->j.D~B->66->j.AA is an interesting setup for people that will keep blocking. A lot of the time, they'll actually be crouching too, and it'll count as an overhead, giving you an easy 1k. The j.D~B itself will also beat out people jumping back than doing an aerial to get out of pressure. This actually setups up for 5.5k damage off the CH too, if you confirm it properly. 1f) 5D~C->44->j.4D~any can also beat out anti-airs in their recovery. 2b) 2D~B->j.A will work in places that 2D~B->j.C won't, simply because j.A is a few frames faster. As well, any time you j.A, it gatlings into 2A pretty damn fast. As well, j.A/j.C here will count as overheads. To screw with some people, you can wait a tiny bit after the 2D~B, and go straight into 2A. In the corner, 2D~B 2A will whiff the j.A, and go directly into 2A. 4b) 214C 7 j.D~B works a little more often than 214C 6C I think, because of the speed and the range. It's hilarious when you time this to beat out Tager players that expect to sledge through it. 6) 5D~A is also extremely useful, being -2 on block, and + on hit. Its usual followups are 2B, 2A or 5B. Although you can sneak in a 66 tick throw or overhead if they're just standing there ducking after it (after all, all of the best followups from there are low.) 7) 5D~B->6A(two) and 5D~B->7->j.B+C are two other options you can do if they try to jump back. 6A now has a bit of head invincibility, so it's possible that it might even beat out some aerials here if timed right. 8) 2B->4B+C is a tick throw that can be used in just about any blockstring you want, but it can get predictable always doing it off 2B. Other tick throws can include j.2D~B->4B+C, 5D~A->66->4B+C, 5A/5B->66->4B+C, 5D~C->66->j.B+C, 5D~B->7->j.B+C, 5D~B(far)->4B+C, etc... it really all depends on where the opponent is conditioned to sit there and block, and where you can be unpredictable about it. Even if you're predictable, if it's broken there's no real penalty for you. If it's not broken you get 40%+ damage. Because of the high damage output, always be on the lookout to get some green grabs in. 9) Horizontal B cancels are variable recovery on block depending on the distance you release it at when the opponent blocks or gets hit by it. 5D~B can be as disadvantageous as -5 (still pretty safe), or as safe as -1 on block at max distance. 10) 6A(one), 5B and 5C are jump cancelable. All three aerials are available here. j.A being the fastest, j.B having the largest hitbox, and j.C being the middle (and not used as much.). j.B->j.C will gatling into each other here if you choose j.B. 11) Most normals into 5D will be a true blockstring, and you have some of your best mixups from there as well. If you choose to end off blockstrings in 236A mash, be aware that DPs will beat out out even without instant block. If somebody is good at it, Somebody can instant block->5A out of 236A mash. 12) Save your meter for counter assaulting. Tao has 9500HP. You do not want to guess wrong on a random overhead and low in a blockstring, then be put into an oki situation where you have to guess and etc... Chances are you can be dead in 2-3 bad guesses, when you just could have saved yourself from the blockstring by counter assaulting. 5B->Taunt Loop gives you 44 heat, j.C->5B->Taunt Loop gives you 37. You should have enough saved up if you performed at least one combo that round. 13) The main holes in blockstrings where somebody can DP out are after drive cancels, jump cancels, and 236A mash. Be aware of these, bait them, block, and punish with 2C->6C for 6.8k/a burst. 14) [2]7D [2]8D [2]9D and its non/4/2 cancels provide a wide amount of variability off this charge move. All of these can also use the A/B/C cancels. This option also works well against somebody doing an aerial at the start of a match. You can actually also buffer the charge off 2B, leading to some interesting results. Tsujikawa has been using this when the opponent's back is to the corner successfully, using the [2]9D version. I'm sure there's other applications we haven't even thought of yet. Any place in blockstrings where 5D is mentioned, j.4D can be substituted. j.4D has 1 less recovery, as well. Also remember that if your drive hits on normal hit, you're most likely at advantage in CS. So if the opponent is mashing jab and you 5B, that might be a counter hit for you. Of course that's not the case when they're blocked (in most cases). Try to mix all of these ups as much as humanly possible. Sometimes you'll fall into patterns when you feel safe while on offense, but try not to. I know I get into bad habits a lot doing that. Enjoy, I've got to think up more things myself for sure. There's other things possible, but that's all I can think of off the top of my head.
  20. 6B -> 5B is character specific, it says this in the first post. It only works vs. Noel, Hazama, Tsubaki, Rachel and Litchi.
  21. Actually, none of those players were new. Every single one is from here. Heh. Also, a PCI capture card.
  22. It's even more hilarious with 214214C, but it once does +100 to +300 instead of +500. On the bright side, it doesn't have to be precisely timed.
  23. By the way: j.C taunt loop gives you 38 heat 5B taunt loop gives you 44 heat 6C taunt loop gives you 57 heat
  24. More green grab resets. Taunt Loop -> 214D -> 66 -> j.B+C Forward/Backward Taunt Loop -> 5C -> JC -> .. -> j.B+C Neutral Taunt Loop -> 214D -> .. -> j.2D~B -> 9 -> j.B+C Forward only And the ones from before: j.2D~C -> 66 -> j.B+C Forward/Backward j.D~A -> 66 -> j.B+C Neutral
  25. http://www.youtube.com/watch?v=vApNwRKzpmQ Some online matches. Oh, the shenanigans.
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