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Everything posted by Ronove
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Cat Spirit 3 being faster is a great thing given how 6B is almost useless. On the other hand I don't like losing jumps and dashes (I mean, that's one of the main reasons I like Tao). The 5D slidedown works only when done as antiair move (uh), I don't know if it implies a CH or not though. From the looks of it, it feels like they're switching back to her old rushdown playstyle (like in CT) rather than hit'n'run away she developed in the last iterations... well, atleast I like the fact that she might be gaining a couple of new pressure options. Also the new air super might be like Valk's (air ender). Hell, I'd be fine if we could get our old CT knockdown back. :X p.s. Hi, I'm back :X
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Anti-airing Arakune from ground has always been a gamble for Tao. It's better to anti-air with j.A/j.C or drives.
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- Her reach is short but there's no mention of it in the card/page - She has a Mudoon super (which is not an IK, apparently), and a super move (I guess the awakening mode super) where the opponent is put inside a coffin and deals 7500 dmg - The poster says that the day before the move dealed the same damage but with negative penalty activated, he wonders if the damage was furtherly increased - In an other super move she has Thanatos shoot a beam and send the opponent in the air in a similar fashion to Yosuke's Garudyne - the poster talks about a visual effect once the move is hitconfirmed talking about a sphere of light gradually becoming bigger as the opponent is sent up flying and until it falls down, though he couldn't hear any voice he speculates that the IK is Megidolaon - She has a Mudoon super, Hamaon, and a command grab - command grab is good for mixups on the opponent and it might be possible to follow up into a combo if done near the wall (needs to be confirmed) - the poster doesn't know though how much of this stuff is "boss-only" reportoire and which is going to remain for the standard character, things need to be furtherly confirmed
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For anyone still having issues with the 5C>j.B combos on characters that require you to delay your input, there's a simple trick that really helps a lot in getting the timing down so that you can practice and muscle-memorize it quickly: basically you want to input the j.B right after the combo counter switches to the next number as 5C hits. For instance, if you started the combo from 5B>5C, the hit counter will switch to "2" and that's when you have input jump B. So it's: 5B>5C>(counter switches to "2")>j.B Once you get it down you won't be looking at the hit counter anymore, but it's really useful if you're still trying to improve your consistency. Of course this trick only works offline, if you're doing that combo online you better have muscle-memorized it already.
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Just do it asap. And don't forget that combo doesn't work on Noel and Rachel.
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I think it wouldn't be a bad idea to list the best AB2 setups/combos against each character... there's actually a bit of variety.
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CT had the coolest combos for Tao until Extend came out. :X
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- During a player's ground wake up at the end of the animation (when the character is touching the ground after getting up) even if he doesn't guard in the first three frames he is still invincible to throws. - Again, during ground's wake up "landing" phase or during a jump landind phase if the player holds jump-back the character will jump again rather than guarding (in case the opponent is attacking). - Depending on the move performed right after his Sukakaja super, Yosuke won't remain stiff/unable to move as he lands on ground at the end of Sukukaja's animation. - Version A of Chie's Charge Super doesn't stack up to the MAX anymore. - Fixed a problem where Yukiko's fan couldn't be easily seen in a specific stage. - Again regarding Yukiko, both when doing 5C>5D or 2C>2D it is not possible anymore to cancel it into the sweep (2+A+B) or into the All-Out Rush (A+B). - An additional input is still needed to provoke an explosion when Teddie performs the D air version of his Tomahawk close to the ground. - Regarding Naoto, they corrected a problem where the timing of her Mudoon IK used at the end of a combo was somehow unnatural () - Fixed a typo in the title
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Godlike hitconfirming, though the same can be said for other japanese Taos.
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I like how Aegis is turning out to be. I originally thought she'd be a pure zoner but it turns out she's more of lockdown kind of character. Rather than damaging the opponent through projectiles she's more about pinning the opponent down so that she can't close in and the start her real pressure game (which looks really good, props to Kaqn for already being this good in just a week). This is just speculation on the very few footage that we have so far but even though she doesn't look as strong as other characters she seems to be a decent counterpick against Naoto given how Aegis seems to be able to keep her momentum better than other characters do...
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This, unless you live in Japan and have a godlike connection :V
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Well if you have 100% meter it's worth it because j.A leads to AB2 combos with a good damage. It makes Tao's neutral game even more scary when she's full on meter.
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Okay, so the timing in specific is...? Do we have to delay the RC or ...?
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Mind sharing the details regarding the timing? :V
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I guess I need to try directly bother Whistler and ask him about it then I get the feeling that the trick might be the opposite of what I was originally thinking of... like, rather than doing the RC and press A asap maybe it's about letting Tao bounce as high as possible after it hits and delay the RC... it would still be pretty damn tight to pull of though. It's worth trying learning this though, this shit is on par with Valk's wolf j.A/5A tricks, the opponent just can't see it. :3
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So, I've been re-watching god's garden vids, anyone care to explain how the heck did whistler manage to do that j.A after the RC? I am talking about this: http://www.youtube.com/watch?v=UworYM8I_Ok&feature=player_detailpage#t=777s At first I thought he jump-canceled 5C with a j.D, but if you look at the cloud of dust that forms right after that, it's big... which means he did a regular 5D (if he jump canceled and did a j.D the cloud would actually be small). RCing and pushing A always seems to get me a regular standing 5A rather than a j.A...
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I finally got my hands on the game yesterday, but only had the chance to test Tao today at the local offline gathering... I think other people mentioned it but.. isn't the 5B>5C>j.B>j.2B>.jC>etc combo sort of hard to pull off on like half of the cast? I think I read that we're supposed to delay it in like a good chunk of tries I only managed to connect the j.B once and I couldn't realize what made the difference. I get the feeling that the reason to delay that bit is because of j.B's weird hitbox, but I still can't find the timing and in specific right now I don't get if I am supposed to delay the jump cancel or just the move. I guess I need to check out the jBBS and fish for some tips about it. :\ [edit]the japanese wiki talks about delaying the jump cancel... which is kind of weird because that means that the opponent will go slightly farther during 5C's hitstun
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Is there a hitbox video for CSX Tao? (like it has been done in the past for CS1 and 2) I'm curious to see what happened to her CA's hitbox.
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Count me in as soon as I get a copy of the game (might be either this week or the next one).
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Tao looking fun to play again (CS2 Tao was boring), it reminds a lot of CT Tao plus all the good buffs she's received throughout CS1/CS2. Back on board, I guess?
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[February 17-19 2012, Cannes - France] World Game Cup 2012
Ronove replied to kurama_tengu's topic in International Events
I was hoping to go this time as well but it looks like I'll be skipping this as I have to discuss my thesis around the days when there'll be the tournament... also as Gramas said most of the italian scene plays on 360 (though there are a couple of people who also play on PS3 at the Milan scene), given that extend isn't out in Europe yet it's hard to see people coming to compete in a game they still have to learn. For the same reason I think the Slovenian scene might be skipping this event as well. Don't know about the other scenes from the rest of europe though (Holland, UK, Russia, Austria etc). There are certainly more chances to go at Stunfest this year IF Extend will be out before the tournament with enough time for us to train for it. -
imho it's better not to omit the IAD, depending on the spacing the last bit might whiff so it's better to just learn to always do IAD [w]j.B that way it's 100% guaranteed that the following part won't whiff no matter at what distance the combo was hitconfirmed. For anyone having issues with the IAD, just buffer [8] during as [w]5B hits and then do 66 [w]j.B, I personally find more comfortable to do than doing 96
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Well the input is practically as fast as the [land] > D > 2C string in his combos, it's almost a simultaneous button press.