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Everything posted by XDest
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Don't know if this has been found, but... (Corner) 3C D~B [hit] 5B 2D~6 j.C 9D~9 D~A 9D~9 236BB 236BBBB [3605]
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I feel this should be properly done, since some Tao players don't know every possible option of moving with the drive cancels. There are a LOT of possible options, many of them very similar. Let's start with a normal explanation first. D~5: Hits the opponent, goes backwards D~6: Hits the opponent, goes forwards D~A: Stops in place. Can be used on hit or not. D~B: Goes through the opponent. Has extra horizontal range. D~B [hit] is advantageous, D~B [block] is unsafe. Safety on whiff will always depend on how close you end up being. Can be used on hit or not. D~C: Jumps up, then stays in the air. What can you air dash after? Pretty much anything that isn't D~A or grounded D~B, except for 2D in the air and jumping 4D. You will have access to two air dashes, providing you didn't use them up before the drive. You have the option to do 66 66 go forward twice, 44 44 to go back twice, 44 66 to go backwards then forwards, and finally 66 44 to go forwards then backwards. Here's a direct list: - [any] D~C - (ground) 2D~B or 5 - (air) 8D~B or 5 - j.D~B or 5 - 4D~B - 7 or 9 grounded, obviously, but not double jump. Might be a couple I'm missing. You can still use any downwards or horizontal drives if you've used up all your jumps. Getting up really freaking high Here's a couple of things you can use to get up higher than most characters can. 7 or 9 -> 8D -> 8D 7 or 9 -> j.D~C -> j.D~C -> 8D -> 66 or 44 Crossing Up The following things cross up. - D~B ([hit], usually combo'd into) Follow up with a fast grounded move. Caution!! I'll say it a billion times, D~B [block] is unsafe. If you're hitting somebody with it, you're lucky that their reactions are slow. - 2D~B (close, the cancel will turn your back regardless) Follow up with a j.C or j.A. Things done here will usually hit the head. Keep this in mind for moves weak to headshots. Note: doesn't work on Tager. - 2D~B 66 (the first air dash will keep your back turned.) Follow up with a j.C or j.A. Things done here will usually hit the head. Keep this in mind for moves weak to headshots. - j.D~B (over their head, not blocked). Still quite a bit of recovery time. - j.66 44 will go over their head and return to them, still takes quite a bit of time. Generally the same height as 2D~B and 2D~B 66. D~C 66 66 will also turn you around, but generally isn't fast enough. Probably a couple of obvious crossups I'm forgetting. Remember that if you don't think it'll hit you can always use your double air dashes. Also remember you can always use double air dashes to retreat whenever something is blocked that naturally ends in a drive. For covering a lot of horizontal ground - Double air dashes - 4D~B - j.4D, j.4D~B - 214D into any of these. - D~B and j.D~B with the B cancel delayed as late as possible Once again, probably missing quite a bit, will update. I'll continue this list later, just a bit of a start.
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Yeah, you better be mashing that 5B for the no hit version online or it isn't coming out in time, lol.
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You should be using 3C D~B [hit] 5B 2D~6... etc... or 3C D~B [no hit] 5B 5C 2D~6... etc... those are almost completely universal and do good damage. Except for Carl of course. Also, against Noel just use the no hit version, since she falls really fast.
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You can triple drive jump his drive nails I think. With D~C D~C 8D or jump 8D 8D. Remember he doesn't have many to work with. He needs them to force anything on you. Without nails, 2A beats out pretty much anything of his that isn't low.
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Can Tager get in on Taokaka at all if you use 6C at a Range in a smart manner? Tager 2D will whiff against it. Anything air related will actually get counter hit by 6C. Because of hitboxes you usually won't beat him out air vs air, but 6C is actually an anti-air vs Tager because of his sheer size. And Taokaka can move around too well for him to catch her. 6C is slow so the backdash invincibility won't work most of the time, plus you can charge your way around that. On wakeup, if you suspect an a gigantic tager buster, you can always CH 6B 5B 3C for pretty good damage. Otherwise the usual 5B 3C/2A 3C/2B 5C 236AAA on wakeup will suffice for all the other options once they're scared. This seems like a really screwed up matchup in retrospect. If Tager can't get in, he can't even do his blockstring mixups, he can't tager buster, he can't get his big combos. Unless he spark bolts, which can be reacted to with 3 or 8D. 8D will also not be affected by atomic collider. imo, let the Tager come to you and the match is your's.
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Previous page, first post.
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He's right, 2A and 3 screw over this matchup hardcore haha. Wish we had that easy of an answer vs Arakune.
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Have 5 more of mine. http://www.youtube.com/watch?v=EqXCnOyhBBc http://www.youtube.com/watch?v=Lc8_kjES9tk http://www.youtube.com/watch?v=ZNp4xmLemeY http://www.youtube.com/watch?v=XvCGb7R38_Q http://www.youtube.com/watch?v=bL_FH7DbNuo
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Tao is rated as 3.5 vs Jin and 4.5 vs Nu. So, it looks like you're not the only one who thinks that.
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I'm having problems with a certain pressure style Jin. I've only seen a couple of these types. Because Tao doesn't have a good anti air and 5B doesn't have enough range, one of Jin's jumping moves seems to be able to beat anything she has out after one of his blockstrings. And 6A doesn't combo properly because its an awkward angle. Any ideas?
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I was able to do ... 236BB 236BB vs Carl. It just doesn't seem worth it though. Carl is never high enough to do the full one.
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http://s1.zetaboards.com/blazblue/pages/taokaka_data/ 2A is 6(3)9.
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Heh indeed I did. As for the air throw, 236CC isn't very friendly to a BnB approach, since it stops working if used in the middle or late. 6AA 2D~6 seems like a much better approach to air grab combos. btw, all links into 3C seem to have very similar timing, but if the combo meter gets higher, the timing on the combo will get a little more strict I think. For example, the ... 236BB 236BBBB timing on 3C #4 is harder than the timing of 6C #1's I think. Also, nobody should understate the power of looping 3C combos into each other. ESPECIALLY if the opponent is one where crouching 6B 5B can combo into it. Comboing into itself with 2A or 5B as well, can pretty much make for an extremely frustrating ground game, unless the opponent has a DP.
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Practical Tao Combos for Everyday Usage (or until you get the insane/taunt combos down 100%) (Combos done without proration, the only real difference will be when using 2A links, you will have -1000 damage.) 6C: Can be linked from: CH 5C, CH 5B, CH 2C. 1: 6C 236C[charge]C 2D~6 j.C 9D~9 j.C 9D~9 ... j.236BB j.236BBBB [4484] Works on: Pretty much everyone. Lower it to one loop for Carl. Bang needs a delay before the second loop happens. Usage: When zoning, get a CH 5C. Or after blocking something disadvantegous, CH 5B. Or after 6B is blocked and the opponent attacks, CH 5B. Or on whiff/backdash punish by itself. 3C: Can be linked from: 2A, 5B, CH 6B 5B, Crouch 6B 5B (select characters) Also used: When crawling under something with 3. 1: 3C D~B [no hit] 5B 5C 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3352] Works on: Pretty much everyone, except Carl. Usage: Only use if you can't get 2 or 3. Is good against Noel since she falls too quickly for D~B [hit] most of the time. Also good in the corner during ground game, where D~B [hit] won't work. 2: 3C D~B [hit] 5B 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3441] Works on: Pretty much everyone but Noel and Carl, who falls too goddamn fast/small hitbox. Usage: BnB combo if you can't get #3, which is a bit harder to time because of the j.2D~B [hit]. 3: 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] Works on: Pretty much everyone, once again difficult on Noel and impossible on Carl. Does the most damage of the 3. Usage: BnB combo if you have the execution down. 4: 3C D~6 (j.C D~6) x2 j.AA 9D~9 j.C 9D~9 j.236BB j.236BBBB [3524] Works on: The bigger portion of the cast. Usage: Long range 3C launch vs Tager. Carl: 3C D~B [no hit] 5B 5C 2D 66 j.AC 236BBBB 2D~6 [3016] 4B+C Can be done after: [2AA, 6B, 2B (no barrier)] (Purple), Ground Game (Green). 1: 4B+C 236C[any charge]C 2D~6 j.C 9D~9 j.C 9D~9 ... j.236BB j.236BBBB [2987] Works on: Almost everyone. Has to be reworked for Carl. Before the second loop, has to be delayed against Bang. Carl: 4B+C 214D 5B 5C 2D 66 j.AC 9D~9 j.236BBBB 2D~6 [2349, anyone got a better one?] B+C Can be done after: [2AA, 6B, 2B (no barrier)] (Purple), Ground Game (Green). 1: B+C 66 j.C 6D~6 j.C 6D~6 j.AA 9D~9 j.236BBBB 2D~6 [2506] Works on: Everyone but Tager? 2: B+C 66 j.AC j.AC 236BBBB [1854] Works on: Everyone. j.B+C 1: j.B+C 6AA 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [2486] Note: The more hits before the air throw, the earlier it'll whiff, although the 6AA is pretty much the only real guarantee. j.C 1: (j.C 6D~6) x3 j.AA 9D~9 j.C 9D~9 ... 236BB 236BBB [3277] Note: Needs 2 jumps. j.D 1: (j.D j.C) x2 j.D j.AA 9D~9 j.C 9D~9 ... 236BB 236BBB [3520] Note: Needs 2 jumps. j.A 1: j.AC j.C 6D~6 j.C 6D~6 j.AA 9D~9 ... 236BB 236BBB [2392] Note 1: After 2D~6, always slide to 9 and HOLD IT. Note 2: Before the first 236BB, always delay a good amount. This goes for pretty much any combo including the one loop ones. Note 3: If you still can't time ... 236BB 236BBBB, you can do 236BBBB 2D~6 for very similar damage. You get no ground game. This might also be useful for hit-and-run anti matchups where you don't use any ground game. Works well vs. Carl, since .. j.236BB j.236BB doesn't really do good damage. Note 4: If you miss 3C combo #2, you can recover and do 3C combo #1 (it will be dimmed and escapable) providing they don't instantly tech. And if they do, they might tech into it anyways. Will update later. Hope this helps a few people out.
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Got j.236BB j.236BBBB consistently today. Delaying it as much as possible after 9D~9 then doing it as fast as possible after the first j.236BB works great. Edit: I vote that we change the combo input to something like 236CC 2D~6 j.C 9D~9 j.C 9D~9 ... j.236BB j.236BBBB. Would be easier for new players to know you have to delay there. Upon further inspection, too much delay gives you 3 hits instead of 4. Not enough delay gives you a whiff. Better safe than sorry usually, delay it as much as possible. Also, visual cue is that you are NOT parallel to the opponent. Below or above them will connect. Right beside them will not. The audio cue is towards the end of the sound clip of the 9D~9, look for it.
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Same! I can do 6A j.2D~B taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 236BBBB 2D~6 now. Now for getting in 214D j.2D~B taunt, heh.
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The problem with the matchup is that Taokaka has to risk a lot more regardless to get damage, while Nu can punish somebody for moving a certain way. But if you can guess right in risky scenarios for big damage, or approach correctly without risking much (going between 3, 1 and D~B can be safer routes), it can get closer to an even matchup.
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Just do drive cancel b ones instead, they're a hell of a lot more universal.
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Here's a couple of risky strats: - If she does an anti-air sword, you can literally guess and run up through the middle for a 6C whiff punish. Although, obviously this loses to her 5D. - If she trys anything that's not an anti-air sword, you can try to time 4D~B to get close, and be at the perfect distance for a 5C CH attempt. Since she'll already be in recovery from a projectile, if timed right you'll be fine. This loses to her anti-air swords. Both are high-risk, high-reward setups.
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Here's 3 3C combos possible, all are within 200 damage of each other, ranging from 3300 to 3500 I think. 3C 5D~B (no hit) 5B 5C 2D~6 j.C 9D~9 236BB j.C 9D~9 236BBBB 3C 5D~B (hit) 5B 2D~6 j.C 9D~9 236BB j.C 9D~9 236BBBB 3C 5D~6 j.C 236B 2D~B (hit) 5B 2D~6 j.C 9D~9 236BB j.C 9D~9 236BBBB You might be able to get more. But those options allow for good damage, ground game, are pretty universal hitbox-wise and are pretty easy to get off consistently.
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If you time the 6A (2 hits) correctly, you can do 2D~6 j.C 9D~9 236BBBB I'm pretty sure. But the timing is really strict.
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Well you could always do one drive loop, then do 236BB j.C 9D~9 236BBBB instead and keep your ground game. But that requires a bit of a delay between the the 9D~9 before the first 236BB. Those combos do around the same damage and keep ground game, but since there's a delay there's a bit more of a difficulty curve, whereas a double drive loop combo with 236BBBB 2D~6 is easy as hell to do.
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The only problem is that you lose the ground game if you do 236BBBB 2D ;_;
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A well placed 5C counter hit on landing will usually tell them what's up. At least that's how I deal with it.