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XDest

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  1. Wait a second, there's no j.C there? It should be 3C D~6 j.C 236B j.2D~B [hit] 5B[OR]5C 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3571]
  2. Would something like this be good for the new Combo and BnB thread? Anyone want to edit it with some other combos? I just wanted to provide a good framework for readability. I tried to build off my previous post for this. If everyone likes it, want to get the damage outputs for all these?
  3. I'm still having vast problems with this matchup. I can't properly get in because his moves have huge hitboxes keeping me away. Yet if I defend one j.B, there's no way I'm getting out of the blockstring this century because of Tao's lack of DPs or Anti-Air. And of course if I try to pressure, there come the billion DPs from the Jin player. Hell if I defend one of anything except for one of his DPs. Hell, that's probably the main way I get damage in this matchup right now is punishing random DPs on block. I feel as if none of my normal tactics will ever work properly against this character, but I don't know what to do to anti him either.
  4. You're probably thinking of 3C 6D~6 j.C 236B 2D~B [hit] 5B 2D~6.
  5. Yeah, usually the best way is to turn a horizontal drive loop into a vertical drive loop by doing j.A j.C or j.A j.A depending on the character, then going into some 9D~9s. Then you can end off with 236B. For example 3C 6D~6 j.C 6D~6 j.C 6D~6 j.A j.A 9D~9 j.C 9D~9 .. 236BB 236BBBB would be a simple version of this.
  6. You can do 236B after a 2nd horizontal drive loop? I don't think that's even possible. I think it's only possible off the first. (as in 3C 6D~6 236B 2D~B [hit] taunt...) Usually it's done after a vertical loop, or an air-dash j.C. (as in Normal hit 2D 66 j.C 236BBBB 2D~B [hit] taunt...) That's not a place you'll usually see 236B. Are you sure it works?
  7. Here's a cool one I saw Taosis do in a vid. (Tager specific) 3C 6D~6 D~B [hit] 2D~B [hit] taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 236BB 236BBBB 2D~6 [4297]
  8. Not really. j.A and j.B have low horizontal range as well both lead to low damage. j.C and j.D have low vertical range, even though you CAN get good damage it's rare to line that up properly. Usually trying j.C or j.D means running into a cloud/projectile. That makes it pretty hard for her to do any good air-to-air. 2D has a very specific angle, and will not beat low angle air attacks. Even so, it's still her best tool in this matchup. Even though 6A should beat out low angle air attacks, it rarely does. 6A will usually get beat out by anything. Even if you do, it prorates like hell. About the only good thing Taokaka can do in the matchup is stop Arakune from throwing out his cloud when she's close in the air. Just by the fact that Taokaka cannot move around properly and can't get damage properly in this matchup makes it really lopsided Sure, Taokaka pretty much beats him out on the ground, but you're rarely going to catch him to do that. He's going to keep to the air as much as possible.
  9. Well, I said a good one to use on the first page.
  10. Do 3C drive cancel combos, you should do around 2400 with 2A and 3400 with 5B. At least. Also, if they crouch, 6B 5B 3C WILL land on Rachel on Normal Hit.
  11. How is Taokaka-Arakune and Taokaka-Jin 4-6? It really does feel a good bit worse than that. Both of these characters have several tools to shut Taokaka down. With Arakune, his evasion, projectiles and sheer range in every direction for air attacks, along with the cloud cutting off movement possibilities for a movement-based character along with massive damage opportunities. And he can do whatever he wants in the air because of Taokaka's weak anti-air game. Just trying to get in against him is risking something with Taokaka. And once the bees are out, Taokaka's guard libra and barrier are gone VERY quickly. With Jin it actually becomes similar. His drives, DPs and air ice swords along with j.B all seem to have huge hitboxes, making evasion pretty difficult. He can also do great damage on Taokaka in a fairly safe manner. He can kill Taokaka's guard libra extremely easily. Most Taokakas I've seen have had tons of problems with most Jin players that know what they're doing. Taokaka-Nu does seem 5-5 though. Taokaka can evade the swords and do great damage off it. But if Nu guesses right in the angle you're coming in, she will do around the same damage. Taokaka-Tager seems better than 6.5-3.5. If you play a patient game, at a range there's nothing Tager can really do to beat her out. As well, her 2D and 6C together will beat out pretty much any air attack he can throw out. He's extremely easy to cross up, and really easy to move around. Pretty much all you have to do is avoid block-strings and 360A's, and you've got the match down. And of course, not rushing in like a madman. That's the way I see some of them for my main.
  12. More of my replays. http://www.youtube.com/watch?v=vUFcAdr38Zc http://www.youtube.com/watch?v=Lq7Ubd0tEOQ http://www.youtube.com/watch?v=XFGgaq5L7rA http://www.youtube.com/watch?v=iyibA5GQ-WE http://www.youtube.com/watch?v=UyMHpaJ-tiw
  13. Actually, I've found j.D to be the number one way to beat out his j.C, when timed correctly of course. And j.D on CH can lead into ~5000 damage. That ain't damage to laugh about either.
  14. CH j.D~B [hit] taunt 214D 2D~B [hit] taunt 236CC 2D~6 j.C 9D~9 236BBBB 2D~6 [4991]
  15. 3C D~B [hit] 5C 236AA 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB [3783] This one is pretty easy to do too, hm. (Carl + Universal? Combo) 3C D~B [hit] 5C 236AA 2D~6 j.C 9D~9 D~A 9D~9 .. 236BB 236BBBB [3837] Confirmed to be universal! If it isn't linked to anything or you're close enough you can get in a 3rd 236A for a +60 damage increase.
  16. Why not just do 236CC after the 6C and get 4000+?
  17. 3C D~B [hit] 5B 2D~5 6D~6 j.C D~A 9D~9 236BB j.C 9D~9 236BBBB [3799] Works after linking a move beforehand (the taunt 3C combo is very bad with this in my testing, heh). Works on everyone but Jin, Rachel, Carl and Tager I believe. Looks like a good 3800 dmg BnB combo.
  18. When crawling under his attacks, looks like 3C D~B [hit] 5B 2D~5 6D~6 j.C 6D~6 j.C 6D~6 j.A j.C 9D~9 .. 236BB 236BBBB [3888] is the most damaging punishment. However, this combo cannot be used if you link beforehand. Therefore, this is the best usage of the combo. Anyone got anything more damaging?
  19. imo 236A can be really important in block strings. And if it hits you can do 5C 6C 236A as another blockstring because of the advantage. If it doesn't hit, you can just keep mashing A until you get far enough away, then do drive cancel mixups. And if any of them hit and you're close enough, 5C and begin the loop again. And of course, you know what happens if the 6C hits. Meanwhile, you can mix in 2B's and 6B's to come back inwards. I've had some good results with this type of pressure. And if they just get used to blocking the whole thing, you can create holes since they won't be used to attacking between the 236A hits, since its a natural blockstring. Therefore you can also do 236AA 2B, 236A 6B, etc... The beauty of it is that almost every normal she has blockstrings into something that blockstrings into itself around 6 times over before you become too far away from the barrier. Of course, if you still land 5C, 5B, 2A, 6C, etc, continue the combo. These are options vs good defensive players.
  20. I found this interesting as well. It seems very logical vs somebody trying to jump out of the ground game, since it has a lot of vertical range. And yeah, the best combos I usually do is when I get a CH 2D vs Arakunes. I do around the same thing, but I do j.A j.C 9D~9 9D~9 (invisible throw or 236BB 236BBBB) instead. Seems to be more consistent. I'd keep anything involving drive cancel A's to the corner.
  21. Hmm, I keep getting too far away when I link into this in real matches, and have only gotten it off once. Can anyone think of any changes (other than putting in a 5C instead of a taunt), to make this combo work right?
  22. http://www.youtube.com/watch?v=in6RZzdGki8 A realistic portrayal of Tao vs Arakune. In all seriousness, is there anyone who has a good time playing this matchup? Right now I'm just getting lucky off of whiffs punished by my 6C, and jumping attacks punished by my 2D. But that's about all for the damage I get, unless the Arakune has really shitty defense. He literally shuts off her movement options a good bit with projectiles and clouds. And once you're cursed you really don't have anything invincible either. You don't have a good anti-air for the dive. Those seem to be my main problems in the matchup. Anyone got any good ideas?
  23. (corner) 3C D~A [hit] taunt 236CC 2D~6 j.C 9D~9 236BBBB 2D~6 [4036] Easy taunt combo, no j.2D~B required. Edit: (corner) 3C D~A [hit] taunt 236AAAAA 2D~6 j.C 9D~9 j.C 9D~9 ... 236BB 236BBBB [4063] Even easier!
  24. XDest

    [CT] Taokaka FAQs

    You can't simply keep going on with pressure and blockstrings with Tao, therefore that type of spamming is out of the question. She's no Ragna. The longest she would be able to keep one going would be something like 2AAA 5B 2B 5C 236AAAAA... There's going to be no mixup there, as 6B is pretty slow and does shit damage, and 236CC is even slower. You also can't do D~B on block, that's unsafe. 6B is slow, if they expect it, they can get quite a bit of damage. Every time Tao mixes up or tries to go on offense, she has to risk something. Predictability is not in her favour. Therefore when up close you need to start a combo ASAP. When far away you have to be unpredictable and evasive while having a good defense. Now, if a character can get hit by 6B 5B on crouch, then things start to get stupid easy for the mixup, since 2B and 2A are also easy to combo off of. At that point, you can 2A 3C or 6B 5B 3C, and they're eating 2500 or 3500 damage. But this is very character specific. imo, Tao's best points are: Great integrated movement to anywhere on the screen, fast-safeish moves, extremely fast moves can go into damaging combos, lots of ways to crossup and a long range whiff punish (6C) and long range 5C that can counter hit into massive damage But then you have her really bad points. She can't block well since her guard libra is shitty. She has to evade instead. She doesn't have a real good anti-air, she has to get the angle and beat the move out in the air while sacrificing herself. For anything to be invincible, she needs meter. Since all of her air moves hit at very specific angles, her air vs air game is actually worse than MANY other characters, even with her variety of movement. There's ways to win with Tao, but the one you listed just doesn't end up being one of them because of how the character is.
  25. Yeah, it does around 200 more damage than the usual one off D~B [hit].
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