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XDest

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  1. I think this will become one final "Post your personal match-up experience" thread for CT, so I shall join in. vs ragna 5.5-4.5 vs jin 4-6 vs tager 6.5-3.5 vs rachel 3.5-6.5 vs nu 5-5 vs carl 5-5 vs arakune 3-7 vs bang 6-4 vs noel 5.5-4.5 vs haku-men 5.5-4.5 vs litchi 5-5
  2. Yeah, I've had it happen in CT several times, actually. Should be more viable in CS, where the drives are less recovery. I'm just going to add it under the linked moves section, since it's the same 6A start.
  3. http://www.youtube.com/watch?v=hPULRMRccyg
  4. Hmmm... I guess the most probable from the ground would be 6C -> 66 -> 5B -> 5C -> 2D~6 -> ... -> 3D~3. 3-4 cat2 loops for ~3850 I think. That's the most you'll ever need most likely, you won't usually see more than 1 or 2.
  5. Beginning with j.236B instead of 3D~3 shaves off about 200 damage at least, and works in less combos. It's actually better to delay the right amount, and start at 3D~3.
  6. Haha, that's why I said it doesn't seem useful at all. 5C is good from a far but only combos up close. The second one I said seems useful though. Having full damage off taunt combos anywhere on the screen is definitely nice, especially off j.C or 2B that can't loop that much. Edit: Also, I could've sworn that the oki ender actually needs one less taunt to work properly. Could be wrong.
  7. Well, the thing is that 3D~3 -> j.236Bx5 does not work in CT because drives have less recovery in CS. The general rule is anything that used to go into j.236BB j.236BBBB now goes into 3D~3 j.236Bx5. Because you need the special new 5th hit of j.236B to get good damage, and the best way to do that is to do it from 3D~3. And the fact that j.236B cannot combo into more j.236Bs now, makes that the new standard finish. That's just how it is.
  8. If you happen to hit somebody with 5C and they're close enough, you can do: 5C -> 2C -> 3C -> 5D~B -> 5C -> 2D~6 -> j.2D~C -> j.C -> .. -> 9D~9 -> j.C -> 9D~9 -> 3D~3 -> j.236Bx5 [~4200] Although I would imagine this is very situational, although a lot easier to get on CH, you have to be pretty close or against a bigger character for the 3C low to actually hit, otherwise you need to do 5D RC in the middle and do something else to get the damage, or a mixup. At this point, anything we find out to give 5C damage without meter will be good. Also, this ender actually serves as a fullscreen alternative to a full taunt combo without losing much damage at all (only 30 damage lost off 5B). 2D~6 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236Bx5
  9. As a general note, the less moves done before the first taunt, the more loops that are possible. So 3C 5D~B 66 Taunt will lead to more loops and damage than the second combo. Also, in general, 3C by itself into Taunt Loop has a ceiling of 5k, not 4k. 3C (last hit only): 12 taunts, 6381 damage 3C (all 3 hits): 9 taunts, ~5400 damage
  10. http://www.youtube.com/watch?v=dLbOgddyKQs vs. Nu http://www.youtube.com/watch?v=pV8bF2MoXEA vs. Ragna http://www.youtube.com/watch?v=kI4iZgcnHfA vs. Arakune http://www.youtube.com/watch?v=Bz8tQYteuEA vs. Various The last CT replays I'll upload. Got those double taunt combos online down! Some of the videos have two different players with the same character in them.
  11. If you wanted to go for a defensive and safe style, there would be a lot better options than Taokaka. In my opinion, Taokaka is made for complex movement/evasion, as well as speed and damage. To balance this out, she has poor defense (no real AA or DP, 9500HP, 4 guard primers), and her pressure isn't great either (not many moves with good blockstun). Just look at all her movement options. Several drives at any given time with 6 cancels (5,6,A,B,C,RC), 3 jumps, 2 air dashes. And of course the speed and damage are self explanatory. I don't find her all too safe either. Because she doesn't have great pressure via blockstun, she has to rely on her mixups, gimmicks and movement to try to make up for that. Therefore, you have to take risks, or not open your opponent's defense up. And because she can't defend for all that long, that's not very safe either. Don't take this as criticism, this is just my general opinion on the character.
  12. All are on hit.
  13. Yeah, I'm pretty sure the first 2 I said work anywhere. But they have pretty awkward timing at first.
  14. Try to top this for one taunt: 5B 6A j.2D~B Taunt 214D .. j.2D~B 5C 2D~6 j.2D~C j.C 6D~6 j.C .. 9D~9 j.C 9D~9 3D~3 j.236Bx5 [3830] And for 2 taunts: 5B 6A j.2D~B Taunt Loopx2 214D .. j.2D~B 5C 2D~6 j.2D~C j.2D~C j.C .. 9D~9 j.C 9D~9 3D~3 j.236Bx5 [3948] It seems that after 2 taunts it stays at 4000 all the way until you get to 6 taunts. Then it goes up by 200 damage. Hopefully somebody can prove me wrong here. As it stands, only 1, 2 or 6 taunts is worth it. And 4 if you want to oki combo. And a variant in the corner for non-taunt: 5B 3C D~B [hit] 5C 2D~6 j.2D~C j.C D~A 9D~5 9D~9 3D~3 j.236Bx5 [~3550] And a non-taunt combo that doesn't need the corner, that I posted earlier: 5B 3C D~B [hit] 5C 2D~6 j.2D~C D~A 9D~9 .. 3D~3 j.236B 3D~3 j.236Bx5 [~3530] Vertical drive loops, now with an extra loop! (corner only): 6C 236CC 2D~6 j.C 9D~9 D~C j.C .. 9D~9 j.C 9D~9 3D~3 j.236B 3D~3 j.236Bx5 [~4450] Heh, playing around with j.C .. 9D~9 is pretty fun. Manipulating with it will give you higher damage with less/no taunts. But with full taunts, you're still restricted to 2D~5 D~A 9D 9D~9 3D~3 j.236Bx5 for obvious reasons. Inspired by the latest niconico combo video that uses a lot of this. It's amazing how high damage you can get with this method without a lot of taunts needed. Less than 300 damage away from 6 taunts, with just 2 used. Pretty impressive. Let's see what else we can figure out.
  15. Well, everybody but Arakune. Arakune is possible with j.2D~B, but the timing is really awkward.
  16. Well, that's because with those characters you have to do the 5C at hip level, changing the heights around a bit. Those characters are Tsubaki, Litchi, Lambda and Rachel I believe. Personally I just use 236CC vs those characters anyways because I don't want to change my taunt loop timing just for them. When the character is above or near your head when you do 5C and the 2D can connect on them, that's when 9D~9 9D~9 works after the D~A.
  17. D~A 9D~9 9D~9 does work though, and always has.
  18. The A has to be delayed from the D proportional to how far you are from the corner/opponent. There's a little space after the initial 2D~5 where she's closer to the opponent. After that, the A in D~A doesn't have to be delayed much to hit proper, making it much easier to get consistently. I used to try A cancel combos all the time in CT, so this isn't that new to me.
  19. There's a small problem when using Dazzle: It only supports audio in its own program. Therefore, you need to get a red/white -> 3.5" audio converter and put that in line in for it to work properly. Other capture cards don't have that problem.
  20. If you hit him, then a curse/cloud goes away. But that's a big if.
  21. I think you can get ~3550 with only a double taunt off 5B. I think the ender goes something like 236CC 2D~6 j.2D~C j.D~A 9D~9 j.236B 3D~3 j.236Bx5. And of course there's j.C 9D~9 j.C 9D~9 3D~3 j.236Bx5 for triple taunts for 3700. If you get more than 3, you might as well do all 6 loops. Because at that point, you're probably not going to screw it up, since you have the feel for the delay/inputs already. Edit: Inquiring minds would like to know: Is there any non-taunt combo that does more damage than this ender? Might be useful if they nerf taunt loop in the balance patch. 5B 3C D~B [hit] 5C 2D~6 j.2D~C j.D~A 9D~9 3D~3 j.236B 3D~3 j.236Bx5 [~3550] and 6C 236CC 2D~6 j.2D~C j.D~A 9D~9 3D~3 j.236B 3D~3 j.236B 3D~3 j.236Bx5 [~4450]
  22. Also, if you land far away from them with the B cancel, j.4D~any is also an option. And all of these options are also available off 4D. I'm pretty sure these drive cancel options opened up because of the cancels' lowered recovery overall. Pretty cool. I don't think those kinds of options were available in CT, and if they were - they weren't as effective. Edit: Maybe more j.B is needed? You were doing j.C for air-to-ground a lot, but it's not as good for that now.
  23. Yeah, I'm pretty sure you get 7 or 8 loops if you do something like 4B+C -> 214D -> 44 -> 2D~B -> Taunt Loop or B+C -> 4D~B > Taunt Loop. Also doing 214D -> j.236Bx5 directly for oki is difficult as hell to line up properly, the regular oki ender does the job much more efficiently. Edit: Rin, I'm telling you, it's the amount of delay between 214D and j.2D~B. If you do not have the right delay for the first two reps, the opponent will be too high up to loop. That's all you need to fix. Every time my loops were off, this was the problem. If the input is right, this is the only thing you need to practice. It was the same thing with the time in-between 9D~9 and j.236BB j.236BBBB in CT. Just don't rush that specific place, and it'll loop proper.
  24. 6 loops.
  25. For Taokaka's oki are you taking into account sacrificing some damage for: (Taunt Loop xN 214D j.2D~C j.D~A Taunt 214D j.236Bx5) ? I'd say that would put her up in that regard a little. It seems to be working quite well for Kazu I think.
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