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XDest

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Everything posted by XDest

  1. In CS, she does 3400/4400 instead of 4200/6800 if you don't do the taunt loop. That is actually pretty significant if she loses all that damage but still retains her 9500HP. As well, she loses any oki game if she loses taunt loop. In CT, she had it off everything, so the damage could easily be compounded with the right wakeup guesses. So yeah, if you get rid of Taunt Loop, you have to make some more changes to make up for it.
  2. Not completely safe isn't unsafe. Unsafe is guaranteed hits. If something can be blocked/DP'd afterward, it isn't unsafe (~90% of moves are disadvantageous on block). It might simply be very stupid to do anything other than block, based on the matchup, but it's still very possible to walk away from the situation without taking damage. If you don't take damage, that's safety. Whether or not it's an offensive/pressure tool will depend on the match-up. That's because B cancel whiffs are range dependent based on when you canceled and where you did the drive in the first place. Things that are blocked will always recover the same way. But who's going be jumping back blocking all day? You can't predict where she'll end up exactly, therefore you can't predict the amount of recovery and which move to use. Add A and C cancels as well as triple jumps, air dashes and j.4D/j.2D, and you have no goddamn clue where she'll end up, how to punish her, and IF you can punish her until it's too late. And because it recovers quicker, you can always do a second j.D with the cancel of your choice right after it. So you don't know if she'll even land after it or do an attack. And that's why j.D~B can close ground against a good amount of characters. There's too many options for her after a midscreen jump and too many options just for j.D~B alone to predict for an appropriate punishment, and you're not going to react quick enough.
  3. Are you sure it's still unsafe? I'm was really sure they changed that so that it's advantageous on hit and slightly disadvantageous on block now. I could be wrong, but I haven't been punished for it yet. Also yeah, I unintentionally used j.D~B to get around in CT as well. Didn't really think it was that great, a bit of a habit. Who knows if it's actually a good thing or not.
  4. The loop itself is fine. The first taunt is actually the trickiest. There's two ways I've got to make it consistent. You can either do 5B 6A JC j.D~B ... Taunt Loop or 5B 6A JC ... j.D~B Taunt Loop Pretty much the first taunt with a regular drive instead of a down drive will always hit Arakune, but if he's too high then the 214D ... j.2D~B misses him completely. If he's low enough, you can continue the loop. I haven't been able to get 5B 6A JC j.2D~B Taunt very consistently on Arakune at all though. The rest is easy though.
  5. Yeah, the best I've done is 7k doing a 6C combo vs. Tager/Arakune. How do you get the extra thousand?
  6. Mashing the 214D is fine, actually. You're probably also rushing the time between 214D and j.2D~B. That's where you should ease up and delay. That's indeed the most important thing. http://www.youtube.com/watch?v=HmeYB0n_Gh0 I found this combo video, should help most people hopefully.
  7. I find that the best non-taunt combo to do to Jin is (if you're not too far away): 5B 3C 5D~B [hit] 5C 236AA 2D~6 j.C 9D~9 j.C 9D~9 .. j.236BB j.236BBBB [~3700] Mostly, just treat him like a small character, you'll have a much easier time with comboing Jin in general. And yeah, you were doing one of her more difficult CT setups, drive looping should be a breeze, you just weren't doing it on the right character.
  8. I think I found your problem. You don't drive loop Jin. It's an easy mistake to make, but Jin has a wonky hitbox in general. Try Ragna, he has the most normal hitbox. Or possibly Hakumen.
  9. I've finally started getting it on stick a good bit more, but still not even close to consistent. But I've had it down completely on pad for a good while now. Also, I'm pretty sure Yucorp had it down within the first week. That guy has amazing execution.
  10. Have the best 6C non-taunt combo I found, Rin: 6C 236CC 2D~6 j.C 9D~9 j.C 9D~9 ... (3D~3 j.236B)x2 3D~3 j.236Bx5 [~4450]
  11. Only problem is that has to be close to the corner for the 3rd hit of 3C to hit I believe. Also, the 3349 was from a 3C by itself. The 5B would prorate it down a lot I think if it was there. But of course, once you get the loop down this means nothing. Delicious 4235/6800 damage. Edit: Just watched that fully - try to implement more j.B, it's actually good now. There's a lot of times where you did a j.C and flew right over his head, whiffing. j.B is now for those exact moments.
  12. How do you deal with a good Hazama player with Tao? I'm finding it really hard to simply just get past 5D and 214D~..A. If I run directly forward (for a 5B, 5C or possibly 6C), I get 5D'd. If I IAD j.C/j.B or j.4D (or any drive for that matter), I just get 214D~..A'd by its huge hitbox. If I triple jump, drive cancel in the air, or crawl, one of his other chains gets me. It's like it's a mixup that's heavily in his favour every time I move and try to get close. It's really frustrating even getting in on him.
  13. Yeah, that's exactly where it whiffs vs those characters. And it's not how you time the 5C, it's how you time the delay to get them a certain height above the ground. Those characters have to be way closer to ground than the rest of the characters when performing 5C, thus changing up the timing completely.
  14. But Ronove... 5B 3C D~B [hit] 5C 2D~6 j.C 9D~9 j.C 9D~9 ... 3D~3 j.236Bx5 does 3405. I think I said that at the top of this page actually. You should be doing that instead for a non-taunt combo. He was probably trying for that, but didn't delay enough between 9D~9 and 3D~3. Also, I suggest using that 236CC 2D~6 j.C 9D~9 3D~3 j.236Bx5 as a max Taunt Combo ender vs Noel, Lambda, Tsubaki and Litchi. The 5C ender does work but the timing ends up being very different and easily confuses you (they have to be closer to the floor when doing the 5C or it whiffs). I think I also said that before, but it's so annoying whiffing those 5C enders because of muscle memory alone.
  15. Yeah, pounce super in taunt combos is for early unburstable damage, I'd think. You would only get ~2500 for 5B>6A>j.2D~B>Taunt>214214C, but if it was near the end and the opponent still had a burst (but thought you were going for a taunt loop, so he would still have time to use it) it would kill him. Or if you wanted to end it in a flashy way and you're sure that ~2500 will kill them, that's always fun. It's the same reason you would do 5B>5C>236236D or 6B>236236D or 2B>5C>236236D. Etc...
  16. Don't worry, Tao has her own share of quite good damage. She can get up to 3800-5000 meterless in CT, and 4235-6800 meterless in CS. You'll feel right at home with that, once you learn it all. Good luck with Tao, she's really fun.
  17. The best non-taunt combo is: 5B 3C 5D~B [hit] 5C 2D~6 j.C 9D~9 j.C 9D~9 ... 3D~3 j.236Bx5 [~3400].
  18. 5C should be your 16th hit on 5B -> 6A -> Taunt Loop, I believe, with 26 hits in total.
  19. Against Lambda, Tsubaki and possibly Litchi, the 5C enders need to be done at hip level, not head level like you can do with most of them. So, just put bigger delays near the end against those characters. Oddly enough, you don't need to do this with Jin and Hazama. Also, Kazu seems to really be onto something with oki end -> 7 -> j.236Bx5. It's not a combo, but if somebody techs in the air, it seems they'll either end up blocking the j.236Bs (which is fine), getting hit by them easily, getting hit by the 5th hit for a reset launch, or just staying on the ground. Any way you think about it, they don't get away.
  20. A cancels are even more trashy than B cancels in CT, ugh... At least B cancels crossup and have the chance to be far from the opponent on block (but they're still 100% unsafe). Also, B cancels are disadv on hit in CT. It's not even rewarding unless you get a CH with the drive, or the opponent plainly doesn't block afterward. 2D~B is always fine since it's probably the safest crossup she has, unless it becomes predictable. A cancels are also unsafe and leave you right next to the opponent. Though both are pretty awesome in CS. In the situations you were thinking of A canceling, possibly sneak in an RC 2A. Catches a ton of people off-guard and is really safe obviously. Plus if the opponent isn't doing much pressure, you've got a lot of extra meter to work with usually. If you need to stop in your tracks midway through a drive, use a C cancel, it's really safe. I'm giving you the j.A suggestion because most Tagers wakeup into either a 360 or a backdash (even if that one wasn't). j.A (or 2D~B j.A) into a blockstring on the ground will get rid of that fairly easily. You were doing 2As and grabs, both would get 360'd.
  21. - Try not to use as many B cancels except for 2D~B, it's really easy to punish in CT (you're lucky in that respect that he didn't punish them). - Also watch for random j.2Cs, Tagers love that move. If they're in the air, they usually go for it. - If they're in superjump height, just 2D them (trying to time a 6C will usually still get you j.2C'd, but will beat everything else up there). - In lots of situations including wakeup, just j.A or 2D~B j.A Tager, and some jump cancels during blockstrings. They can't do anything about it really (other than Magna Tech Wheel). - Try to max out your damage on Tager by using things like Drive Loop -> j.D~C -> j.D~A -> 9D~9 -> j.C -> 9D~9 -> j.236BB -> j.236BBBB to get over 4k damage off your BnBs (also works with Arakune). - Shy away from pink grabs, although you obviously knew the opponent would fall for it in this fight and wasn't making an effort to break them, so I guess it's fine. Just don't make it a habit. - Try to get him to throw away spark bolts so you don't get into the situation of it beating out a random jump. That'll do it, you're getting much better. Just keep things like this in mind. You pretty much just lost to elbow drops and supers. j.A/jump cancels as well as true blockstrings should get rid of non tech-trap/IB 720s/360s. For Magna Tech Wheel, don't drive at him without using C cancels when he has 50 heat, or use other methods of movement so you can try to block it.
  22. Goddamn, 236CC 2D~6 j.C 9D~9 3D~3 j.236Bx5 is useful, don't know how I didn't think of it when I figured out the CT-like ender. Can be done off almost anything for very good results in terms of damage. And it's really easy too, almost no delay between 9D~9 and 3D~3 (compared to the CT-like ender). It also seems to be universal. I think it possibly makes j.C 9D~9 j.C JC j.236Bx5 obsolete since you can use full taunts for it, and need to cut out one for the former ender. Should be useful in linked combos that won't use many taunt loops and therefore will never get to the corner. So possibly, it could boil down to this (Damage based on 5B 6A): Corner (Full taunts): Taunt Loop > 214D j.2D~B 5C 2D~5 j.D~A 9D 9D~9 j.236Bx5 [4235] Non-Corner (Full taunts): Taunt Loop > 236CC 2D~6 j.C 9D~9 3D~3 j.236Bx5 [4001] Corner Oki (Full -1 taunts): Taunt Loop > 214D j.2D~C ... j.D~A Taunt 214D j.236Bx5 (Opt 236236D/j.B j.C/Any aerial) Non Corner (Half taunts/Tauntless): Taunt Loop > 236CC 2D~6 j.C 9D~9 j.C 9D~9 ... 3D~3 j.236Bx5 Fancy Drive Cancels (Full taunts): Taunt Loop > 236CC 2D~6 j.2D~C j.D~A 9D~9 ... 3D~3 j.236Bx5 [4005] Random Aerials: Whatever > j.C 6D~6 j.C ... 9D~9 j.C 9D~9 3D~3 (j.236B 3D~3)xN j.236Bx5 I think that's really all you need in terms of ending combos in CS (Well, the drive cancels one is for style points haha), nothing else really seems to matter. This is the stuff that seems to work best. Going to update the first post with this.
  23. Could always do one less loop and end with 236CC 2D~6 j.C 9D~9 j.C JC j.236Bx5 for ~3800 Or you can be fancy, do one less loop and end with 236CC 2D~6 j.2D~C j.D~A 9D~9 ... 3D~3 j.236B~5 for 4005 (only works on mid/heavy)
  24. Replace any j.C 9D~9 j.C 9D~9 with j.C 9D~5 66 j.C or j.C 9D~9 j.B 9D~9 if in the corner for Carl. Problem solved.
  25. Yeah, but 9 is still very possible if you're used to it. You'll find that the j.2D~B delays of the first 2 loops will determine if you can do the next 4, or if it'll whiff. 6C taunt combos don't usually have this problem to start with, since if you go too fast, the vast amount of untechable time will give you enough delay time to correct it and continue. You don't have this luxury with 5B, you have to do it right or you're not getting it.
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