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Everything posted by XDest
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FC 2C->6C does the same damage as 6C itself. 2C has a 14 frame startup. 6C has a 23 frame startup. 6C itself is better for whiff punishing and beating people out midscreen because of its generous hitbox, although it's still pretty slow for those purposes.
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FC 2C is primarily for punishing blocked DPs though, for the most part. The more you bait DPs, the more you get to use that combo. That's all there really is to that one. Although plain 6C itself can hit bad players just doing random shit midscreen too.
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Too High = You're not delaying between 214D and j.2D~B Dropped on Taunt = You didn't buffer the taunt directly after the j.2D~B to make it come out immediately
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Nu vs Tao was even in CT, imo. Lambda doesn't have much damage outside of the corner, while Tao gets 3.5k-7k all the time. That's a big deal, especially since pinning Tao down towards the corner is exceedingly difficult to accomplish. Even with Tao's lower HP, Tao has the damage advantage now, whereas before Nu did. And there's the fact that things that used to give Tao trouble, like Nu's 2C and possibly 5C, have been nerfed considerably. Meanwhile, Tao's approach and pressure has gotten better with her new j.B hitbox/speed, and her new safe drive cancel recovery. I can't see any possible way that this matchup is not in favour of Taokaka. I think it's probably something like 6-4. But that's just my opinion.
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Oi, add in a j.2D~C there. I'm pretty sure having that in there always does more damage than a cat2 loop. Anyone want to confirm the damage? 5B > 3C > 5D~6 > j.C > 5D~6 > j.C > ... > 9D~9 > j.2D~C > j.C > .. > 9D~9 > 3D~3 > 236B I believe that's like 3500, pretty timing specific though, would rather actually do the drive cancel version.
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Noel falls differently (faster?) it seems. That's why it was odd to do 3C D~B [hit] 5B on her in CT. For the first question, it's just a hard combo to time in general, you're better off taunt looping, haha. It exists, but it's hard.
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Even though it's air unblockable, it still doesn't really hit somebody that's at superjump height, just normal. The fact that you have the most mobile character in the game means that you can at least make 236C whiff, then punish that on the way down. You can superjump, triple jump, 2D, jump then D~C, etc... to get to the height where it will whiff. I'm sure you can think of several other ways. And on the way down, you can always j.B now because of its speed and hitbox. As well, it has a deceptively slow startup compared to Tao's drive. Tao's 5D is 15 frames startup... Lambda's 236C is 30! That's twice as slow obviously. Even Tao's 6C is faster than that at 23 frames. The worst thing to do in this matchup is to sit there, block and let Lambda guard break you. Be vigilant.
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Well, all of these tricks are like that, but it gets people to respect certain things, and allows us to get in their head a bit more. Nobody wants to eat 4666 damage just after they were just combo'd. Edit: Not to mention, we don't get knockdowns anymore, so getting the opponent to go on the ground and stay there is a good thing.
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Taunt Loop -> 5C/236CC -> 2D~6 -> j.2D~C -> 66 .. -> j.B+C -> Taunt Loop lol green grab resets. I think this works against backwards/forwards air tech. For neutral I believe you substitute j.2D~C with j.D~A. This also works in CT, but is less effective because you haven't done most of your damage yet, and air grabs do 3000 instead of 4500. Anybody got any other green grab resets?
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Taunt combos aren't really even needed in CT in terms of damage return. For most things you'll be getting +200 damage for a double taunt combo vs a non-taunt combo. The only real exception I've found is off CH j.D~B. In CS it's up to +2000 damage, and if you don't know taunt loops you're getting screwed in terms of damage.
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On a completely unrelated note, I love her new j.B on so many levels.
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Updated the front page with some low taunt/tauntless enders. Off 5B, tauntless maxes at 3600, one taunt at 3800, two taunts at 3900, and full/six taunts at 4235. If anyone has any better low taunt/tauntless enders to put in instead, post them here.
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If you're not in the corner, you have to pretty much start with j.D~B instead of j.2D~B. And it has to be started with a bit of a delay that's not in regular taunt loops. But the loop itself is exactly the same. Just starting it out for BnBs can be different. Somebody correct me if I'm wrong, I've almost never got 6A JC j.2D~B Taunt against Arakune.
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I'm guessing almost all counter hit drives can go that high, eh? Because I remember 2 taunts off CH j.D~B doing 5000+ in CT. Since you're going one to two moves into a taunt, it would make sense that you get a hell of a lot of loops.
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It's generally assigned to left bumper by default.
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It wasn't an anti air in CT though. We didn't know for sure that it was made into a real anti air until the frame data was posted.
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It has just been brought to my attention that 6A is indeed an anti-air in CS between frames 5 and 10. Between that and its improved hitbox, that's very nice. A needed buff.
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Is the opponent too high after 2 loops or so? Then you're not delaying between 214D and j.2D~B in every loop like you're supposed to.
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Well, since it's +2 on block, the move after the 5D~C is the option you should be worrying about. Personally, I think the C cancel was already pretty good at -3, we didn't get that many new options out of it being adv, since the opponent still has anti-airs (possibly). Of course you can put in another jump to bait the anti-air and beat it out, but if they run away, there goes your pressure. But the A and B cancels being safe is huge. Since they would have to react fast and use a jab, or use a DP (and if that is baited without having a burst/rapid, Tao's opponent can say goodbye to 70% health, if you have the execution), the easy option of an anti air isn't there. And jabs can be low profiled by 2A/2B, so the best option after A cancels would be another person's 2A, which really limits the other player. And of course there's the fact that the opponent has to guess/react to the correct cancel to choose the correct option. The same option is not right for A/B/C/RC. And then on the other side of the offensive game, her jump cancels got a few nice options, because of the extra range on j.B and 6A. And the ability to crossover with j.B if close enough, with slight delay after the jump cancel. There's other gimmicks you can do from them too, play around with them. So you do have interesting offensive options in CS vs CT I think. I don't think it's insanely good, but at least it exists in a more proper form.
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It's a matter of how long the 5D has been out for. You have 30 frames to cancel it (it seems), unless you touch an opponent (in which case you would have less). Let's say you're at max distance from the opponent, barely touch the opponent and are able to B cancel on the 30th frame the 5D is out. That -5 is now a -1, since you have 4 frames faster recovery. Therefore, the -5 is the worst case scenario, and the -1 is the best, depending on your spacing and timing. I think that's a proper interpretation of that data.
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That makes a hell of a lot more sense.
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Yeah, that's definitely what it feels like to me. It makes sense. Edit: Oh nice, it seems they uploaded the whole thing. A is -2, B is -5, C is +2. And that's worst case scenario. Hell yes. Also, quite confused by the "(30F, 9F)", does this mean if you just framed the B cancel to the 30th frame, it would give you 14 less recovery (the normal one is 23F recovery)? That would result in a free hit for you, wouldn't it? This sounds pretty insane. I think I'm just interpreting it wrong. Other interesting notes about the exact changes between CT and CS Tao: - Projectiles have 7f less startup, 4f less recovery than CT - Almost Becoming Two now has 1f startup invincibility, eh? - 6C fully charged gives +5 on block. - j.B has a 2f faster startup, and of course the horizontal hitbox change to go along with it.
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5D~B is -5, j.4D~B is -4, I probably should have looked at what j.2D~B was. There's the final answer for that one, unless I read it wrong. Still don't know about the A and C cancels, but the B cancels now have 8 frames less recovery than CT.
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Give me a few months playing with stick and there will be more beasting to come! See you Friday (or earlier, possibly.)
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Your delay is in the wrong place. The delay is between the 9D~9 and the first j.236B. Not between the two sets of j.236Bs, those must be done as fast as possible. It's like that because it's dependent on the hitboxes while you're hitting them, how much above/below the opponent you are. For example: 6C 236CC 3D~3 j.C 9D~9 j.C 9D~9 WAIT j.236BB j.236BBBB