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XDest

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Everything posted by XDest

  1. I think that j.B definitely had a horizontal range increase. In a lot of situations where it would whiff because you were horizontally too far away, it now connects. I think as time goes on, we'll find more and more places to put it.
  2. Well, 6C gives a lot more untechable time. So 6C 236CC 2D~6 j.C 9D~9 j.C JC j.C j.236B j.2D~6 j.236B j.2D~6 j.236Bx5 will work for around 4200-4300 I believe. The most I've squeezed out of 5B 3C would probably be around 3100-3200 with something like 5B 3C D~B [hit] 5B 2D~6 j.C JC j.C j.236B j.2D~6 j.236Bx5, but there's another combo that does around the same and is much easier, 5B 3C D~B [hit] 5C 236A 2D~6 j.C 9D~9 j.C JC j.236Bx5. No matter how much you put into the combo, you will never get much more than that out of either non-taunt combo start. While with taunt loops, the max for 6C is 6800 and the max for 5B is around 4000. I think the ones that the Japanese already use might be the most efficient. But moving to a 2D~C D~A taunt 214D j.236Bx5 236236D taunt loop ender might be what we want to shoot for because of the oki potential.
  3. Pretty much j.Cx3 j.236Bx5 and j.C 9D~9 j.C JC j.236Bx5 are the only ones that I know of that work with the max amount of taunts to a combo. The rest requires less taunts, or 5C instead of 236CC I think. Also on non-taunt combos, the longer enders are usually available.
  4. Yeah, it's a lot easier to do outside of the corner because there are visual cues for the timing. And when you get into the corner it feels like it speeds up somewhat oddly. btw, you have to delay between the 214D and the j.D~B the correct amount to get it over 2-4 loops. If you don't have that delay down, then you won't get the loop.
  5. After the j.2D~B. Taunt only links into specials and supers.
  6. That's a good question. 6C gives you a LOT of freedom in untechable time, even with 7-10 taunt loops attached. 6A not so much. I couldn't even do one cat2 loop off of a 6A taunt loop without using 5C instead of 236CC. But I don't know if it'd be worth it to be prorated more from the 5C. It'll need testing I guess.
  7. A couple notes about j.236B j.2D~5/6 (aka the cat2 loop) - It's character specific. - You can end off most horizontal drive loops with j.C j.236B j.2D~6 j.236Bx5 (For example 3C 6D~6 j.C 6D~6 j.C 6D~6 j.C j.236B j.2D~6 j.236Bx5 is possible on several characters.) You can use this in a lot of combos where you simply cannot get taunts in (like air-to-air combos) - With ending 6C taunt loops, you can end with something like 236CC j.C 9D~9 j.C JC j.C j.236B j.2D~5 j.236B j.2D~6 if you're not near the max number of taunts. 6C 236CC without taunts can end off the exact same way for around 4150. Haven't tried to see if you could get a third cat2 loop in there. - On some characters, j.236BB j.2D~6 j.236Bx5 is possible at certain heights. - j.C JC j.C j.236B 2D~6 j.236Bx5 is also very possible as a combo finish. - Pretty sure that if you have an air dash left, j.C j.236B j.2D~6 j.236Bx5 is possible there too. - Ending off a taunt combo with 5C instead of 236CC should make more cat2 loops possible. But it might end up being not all that more damage for a good bit more effort. At least it'll look cool, haha
  8. Not exactly the same combos. Tao's drive loops aren't worth anything anymore. You pretty much have to learn taunt loops for big damage whereas before you could learn pretty regular 3C and 6C combos and get by fine. Her regular double vertical drive loop now ends in JC j.236Bx5 instead of the usual. So her BnBs end up being pretty different too. But the main style of the character hasn't changed at all. You play her around the same, but with a couple new things here and there.
  9. Well, let's say you're doing air-to-ground, and your opponent is mashing 2A. j.C has a higher hitbox which means it's generally much worse for that purpose now. But j.B will almost always beat that type of move out. Or let's say the opponent is doing a quick anti-air, you do an extra jump then fall and j.B them in the recovery hopefully. Pretty much any situation where you're close to them vertically (especially in a blockstring situation), you can put in some j.Bs. But it doesn't seem like it's every for air-to-air though of course. You need to do j.C or possibly j.A in those situations.
  10. 1. Nothing really but run away. Might be able to snag people coming down with a 6A or 2D depending, but that's extremely circumstantial. After you run away, if they don't have a projectile you can always throw a bowling ball out if you're far enough after then mixup after that I guess. Doing different drives to try to get close on an air recovering opponent is another option. Nothing is really concrete though it seems. Just switch what you do from character to character and player to player until you find something solid I guess. 2. Yeah.... it's really bad. At least her air throw is fine because of her general movement. But her grab you have to be like right next to them. 3. I'd say so, but still haven't fooled around enough with it yet. You know, habits. 5. 9500HP, tied with Carl.
  11. http://www.youtube.com/watch?v=ZHkKtVOAkk4 Me playing CS. No taunt loops yet, but I've been really working on them the last few times at the arcade. Drive Cancels and Bowling Balls everywhere! Also poor confirming and a weird bad habit of j.4D that pays off for some reason (most of the time). Learning stick is a long, long process it seems.
  12. Here, have a character specific combo that will never happen. (Unlinked only, Arakune+Tager only) 3C D~B [hit] 5C 236A 2D~5 6D~6 j.C D~C D~A 9D~9 j.C 9D~9 j.236BB j.236BBBB.
  13. It can actually beat out Arakune's dive while you're on the ground if you time it right, and it can gatling into 2D for big damage.... But I've never done it in a real match. So yeah, useless.
  14. Taokaka CS Frame Data Taunt Loop: Remember this. (Taunt -> 214D -> WAIT -> j.2D~B [hit]) xN Links into Starts: Linked into 6A: 5B, 6B -> 5B, j.C -> 5B, j.C -> 66 -> 5B, 2A -> 5B, 2B, 6B -> D~B [hit] -> 5B, CH AnyD~A -> 5B, CH AnyD~B -> 5B Linked into 3C: 5B, 6B -> 5B, j.C -> 5B, j.C -> 66 -> 5B, 2A, 5C, 6B -> D~B [hit] -> 5B, CH AnyD~A -> 5B, CH AnyD~B -> 5B Linked into 6C: CH 2C, CH j.C (falling, air-to-air), CH j.C (crouching) **6B -> 5B is character specific to Noel, Rachel, Litchi, Hazama and Tsubaki, 6B -> j.D~B -> 5B works only against larger characters, or in the corner. Taunt Combo Starts: BnB Taunt Start 6A -> JC -> j.2D~B -> Taunt Loop Corner Taunt Start 3C -> D~B [hit] -> Taunt Loop Big Damage Start 6C -> 66 -> Taunt Loop CH Drive Cancel Start (opp. in air, CH) j.D~B/4D~B/2D~A [hit] -> 66 -> Taunt Loop Throw Taunt Starts 4B+C -> 214D -> 44 -> 2D~B [hit] -> Taunt Loop B+C -> j.4D~B [hit] -> Taunt Loop Burst Taunt Start Gold Burst -> 6C -> Taunt Loop Crawling Taunt Start 3C -> D~B [hit] -> 66 -> Taunt Loop Drive Rapid Cancel CH 5D/j.4D/[2]7D -> 6C -> 66 -> Taunt Loop Non Taunt Combo Starts (Less Damage, obviously): 3C -> D~B [hit] -> 5C 3C -> D~B [no hit] -> 5B 5C 6C -> 236CC 4B+C -> 236CC (opp. in air, CH) j.D~B -> 5B/5C OR j.D~B -> 66 -> 5B/5C (depends on character) (opp. in air, CH) j.C -> 5C 2D~5 -> 6D~6 Recommended Combo Enders: Corner (Full taunts): Taunt Loop -> 214D -> j.2D~B -> 5C -> 2D~5 -> j.D~A -> 9D~5 -> 9D~9 -> 3D~3 -> j.236Bx5 [4235] Fullscreen (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) [~3700/~4000] Fullscreen/Character Specific (Full taunts): Taunt Loop -> 214D -> j.2D~B -> 5C -> 2D~6 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236Bx5 [~4200] Possible Non-Taunt/Low-Taunt Combo Enders When all else fails (Level 0): 2D~C -> 9D~9 -> 3D~3 -> j.236Bx5 or 2D~6 -> .. -> 3D~3 -> j.236Bx5 2+ hits linked before 3C (ie j.C -> 66 -> 5B -> 3C) (Level 1): 2D~6 -> j.C -> 9D~9 -> 3D~3 -> j.236Bx5 [3070] or 2D~6 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236Bx5 [3186] Off 5B->3C (Mu, Rachel) (Level 2): 2D~6 -> j.C -> 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236Bx5 [3520] Off 5B->3C (Most characters except Litchi, Mu, Rachel) (Level 3): 2D~6 -> j.2D~C -> j.2D~C -> j.C -> .. 9D~9 -> j.C -> 9D~9 -> 3D~3 -> j.236Bx5 [3650] Off 236CC [~3750], 5C->3C [~4350], j.B+C->5C [~3700] or 6C->236CC [~4700], 3C itself (Level 4): 2D~6 -> j.2D~C -> j.2D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 or 2D~6 -> j.2D~C -> j.C -> 6D~6 -> j.C -> .. -> 9D~9 -> j.C -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 Off 2D normal hit [4152] or CH air j.C/j.B->land [~3750]: 2D~5 -> 6D~6 -> j.C -> .. 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 *Extra 3D~3 ->j.236B for 2D start. *The levels refer to untechable time. All lower level type combos can be used in higher level situations for slightly less damage, if the hitbox allows it. But the opposite is not true at all. * The levels can also be used for low taunt combos, the lower the amount of taunt loops, the higher the untechable time, the higher the level. As a general note, 5C provides more untechable time than 236CC. Max Taunt Loop enders use Level 1 untechable time. * If you do 22C instead of 5C, for most things add a level. 22C has basically no proration. **j.2D~C can be replaced by j.D~C in the corner to make these combos easier. j.2D~C is character specific and might have to be timed differently on different characters. Cat2 Loop In non-taunt combos: End with (3D~3 -> j.236B)xN before finishing with j.236Bx5. Number of Taunts List: 2B: 2x [2800] j.C/j.B: 3x [3569] 5B: 6x [4235] CH 2C -> 6C: 14x [6832] 6C: 12x [6800] j.B+C: 7x [4666] 4B+C: 7x [4466] B+C: 6x [4445] CH j.D~B (air to ground): 4x [~4000] CH j.D~B (air to air): 10x [~5600] (alternate ender required.) CH 2D j.4D~B: 7x [~5800] Gold Burst: 8x [~3800] Blocked Burst into Taunt: 13x [6924] Combos into Supers 6B -> 236236D 6C -> 214214C 5B/2B -> 5C -> 236236D 4B+C -> 236236D/214214C j.B+C -> 236236D/214214C Taunt Loop -> 214214C Air combo -> j.236Bx5 -> RC -> Gold Burst -> .. -> 236236D 6C -> [4]28D 4B+C -> [4]28D Almost Becoming Two Ender Taunt Loop (max) -> AB2 -> 236C(1) -> 6C -> 6C -> HJC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 [+2000 off any taunt loop] For non-taunt: (Corner) 3C -> AB2 -> 6C -> 6C -> HJC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 [+2000] Tager specific: Taunt Loop (max) -> AB2 -> 236C(1) -> 6C -> HJC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 [+2000 off any taunt loop] Jin specific: Taunt Loop (max) -> AB2 -> 236C(1) -> 6C -> JC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 [+2000 off any taunt loop] Other AB2 Enders Taunt->AB2->Cat1->JC->j.D~6->Cat2x5->JC8->Cat2x5->JC8->Cat2x5 Taunt->AB2->Cat1->HJC7->j.2D~6->Cat2x5->JC8->Cat2x5->JC8->Cat2x5 Taunt->AB2->Cat1->4D~6->Cat2x5->JC8->Cat2x5->JC8->Cat2x5 Taunt->AB2->Taunt->Cat3->Cat1->HJC7->j.2D~5->Cat2x5->JC8->Cat2x5->JC8->Cat2x5 (Arakune only) Taunt->AB2->Low hitting Cat2x5->JC7->Cat2x5->JC8->Cat2x5 Green Grab Aerial Resets Forward/Backward Taunt Loop -> 5C -> 2D~6 -> j.C -> 9D~9 -> j.C -> j.D~C -> 66 -> j.B+C Taunt Loop -> 5C -> 2D~6 -> j.2D~C -> 66 -> j.B+C Taunt Loop -> 214D -> 66 -> j.B+C Neutral Taunt Loop -> 5C -> 2D~6 -> j.C -> 9D~9 -> j.C -> j.D~A -> 66 -> j.B+C Taunt Loop -> 5C -> 2D~6 -> j.D~A -> 66 -> j.B+C Character Specific notes: * 5B->3C combos do not work properly on Hazama or Litchi. * 5B->6A does not work when Hazama, Tsubaki or Mu are crouching. Hazama and Tsubaki can get hit with the 6A if something is linked before the 5B. * Taunt->j.2D~B->5C->2D~5 requires you the opponent to be at a low height vs. Lambda, Mu, Makoto, Tsubaki, Rachel, Litchi. It is easier to do Taunt->236CC vs. these characters instead because of this. Keep your opponent's current height in the combo in mind before attempting a 5C ender vs. these characters. Against characters like Hazama, Carl and Jin, it's actually better that they start high in the corner when doing the 5C, otherwise the j.236Bx5 can whiff. * 5B -> 6A -> JC -> .. -> j.D~B -> Taunt is how you can start a taunt loop against Arakune. You have to also use one less taunt and a 236CC ender if you do that. But it's much easier to just non-taunt combo him instead.
  15. If you use Tao CT BnBs but with a cat2x5 end you'll lose around 400-500 damage from the CT version I think. Not that bad. You're better off learning taunt loops though, as those always do top damage in CS.
  16. I love shenanigans involving making drives completely safe using an RC, but only when the opponent has low HP and no burst. It's also useful when you really need to get in. 5D/j.2D/j.4D RC 2A is freaking awesome in that situation as a parlor trick. On block it'll beat mostly anything except a DP, and on hit it'll combo. Also to make a random cat spirit one hit comboable, once again especially if you need to inch out damage near the end of a match. any 236A hit into 5D RC 5B 5C 236AAAA etc... And yeah your aforementioned combo is useful if you need to 3C combo from a distance to get damage in. It's pretty much not to get more damage with combos, it's to get damage with moves that don't usually combo to expand the usefulness of certain moves. But of course that meter is better spent to use hexa-edge as a DP. But in those moments where you need that damage, it's very good to know what's possible.
  17. In terms of combos, yeah. It is useful as a true blockstring that goes into a low though. It's always good to know that something like 2A 5B 2B 5C 5D cannot be DP'd out of unless the first 2A was IB'd.
  18. Here's a neat mixup, works best in the corner, also works vs Arakune. The theory behind this is that at double jump height, j.B will link into j.A, and at single jump height, it will link into 2A. Therefore, a slight delay that's hard to react to of the move beforehand determines whether it's an overhead or a low. For example: D~C j.C JC j.B j.A OR D~C j.C JC .. j.B 2A OR D~C .. j.C JC j.B 2A. Both will use 2A for the command, whether it be j.A or 2A. The only difference in the command is the delay. Another example would be 5B/5C JC j.C JC j.B j.A etc etc... I'm sure it's very easy to beat out, but it seems like it's true mixup in the corner. Also a more obvious thing is that 6A/5B/5C JC j.C JC j.A/j.B will crossup if you're close enough to him. So that's another ambiguous case, albeit a little less under your control. In before somebody found this out ages ago and I simply didn't read it. Just thought I'd let it be known in the thread anyways.
  19. lol u mad seon

  20. Hold the 9 button after the 2D. Wait for the forward drive cancel animation before doing a j.C. Then loop that. Keep holding 9 until you get to the j.236B.
  21. Block -> 2C -> 6C 4.6k damage. That'll teach them not to throw it out every wakeup.
  22. Hahaha Duck are you literally posting that in every vs Tao thread? You're my hero.
  23. 6C is pretty important vs Nu. Punishing backdashes and 2D attempts especially. As for using them in strings, 5B 6C is a bad habit of mine, I know it has a big hole - but that usually can be used to my advantage for conditioning for other 5B followups. 5C->6C doesn't really have a hole at all, you have to literally be mashing jab to get out of it. Either way, a DP will beat those, but of course Nu doesn't have one, another thing to take advantage of.
  24. Actually Arcade, I think I told you this before. But the game autoblocks low if you go into crawl and are in a blockstring. That's why it's not a mixup. It's a weird glitch I think, so the wheel rarely hits even though I'm expecting the overhead.
  25. I never said it was unsafe on hit. I said if both players mashed jab after it hits, the opponent will win.
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