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Ronove

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Everything posted by Ronove

  1. Just do the taunt as you land on the ground while the opponent is bouncing.
  2. It's for trolling purposes afterall. But yeah in any case her meter is better used for her CA/RC
  3. Good stuff man! I really need to take AB2 seriously and work on this, if it really gives such opportunities it could finally have a decent use other than just trolling the opponent.
  4. Guys, maybe you knew this already but while experimenting with the enders I realized that we can swap the first j.3D~3 of the cat2 ender with a j.5D~6 whenever we have to actually "wait" for Tao to be diagonally aligned with the opponent in order to prevent her to whiff the move by driving below. So it's like rather than doing 9D~9 > ... > 3D~3 > 236Bx5 We can do 9D~9 > 5D~6 > 236Bx5 without having to wait. This could prove to be quite useful especially for online play I tried this on Tsubaki but I suspect it should work on all the characters that require that slight pause. damage is about the same (slightly less).
  5. Double Taunt combos are possible CT. In any case, you should really carefully the threads in this forum. All your questions have been answered a couple of times already in the past, so skim through the pages of the combo threads and you'll find alle the information you need.
  6. JC = jump cancel. And it's one hit for 6A in that string it's 5B > 6A(1) > JUMP CANCEL > j.2D~B > taunt > etcetera
  7. Nope, and that's natural since it's far from having explored all the possibilities. Just watch videos of top players if you want to learn her best BnBs.
  8. Aight. I felt I could squeeze one more of it but I guess I first need to work on good ender. Damage is really sweet though. This corner setup could really become vital in a couple of matchups (first one that comes to my mind is vs Ragna).
  9. Guys how many reps can you get off a (corner)3C > 5D~B > TL? It's 5 for me so far but it probably could be more.
  10. I had less trouble doing the loop on Jin than on Litchi. o_o; I think it's related to the fact Litchi kind of bounces on the ground differently (not as weirdly as Arakune).
  11. Yeah it's impossible, Arakune bounces too high after 6A > j.2D~B [edit] CAT2loop is really easy. Taunt loop is still giving me a little of trouble in consistency. And the reason is not because of the 214D >[delay]> j.2D~B but because I noticed in CT I had the habit of delaying the taunt as much as possible while here you really can't delay it at all, so it was happening that the dummy recovers right before the taunt connects. Height was alright, but I've got to hit sooner the taunt I guess. It's good to finally have a dummy at hand, coin-op version didn't really allow me to notice all these little details. Corner taunt loop on the other hand is pretty easy, and from 3C you can easily get into 5k damage, freaking sweet. Oh well, it's day 1 of practice, I suppose that within one week I should feel more comfortable even with the midscreen taunt loop. [edit 2] after 2 hours of non-stop practice my consistency is MUCH better. A good tip to memorize the right timing is just turn the volume off completely and focus your ears on the rhythm of the buttons on the stick. Once you figure out the right timing doing 6 reps out of a 5B > 6A setup becomes definetely less troubling to do. I want to furtherly refine my consistency before getting to work on all the possible enders (oki ender, max damage ender, possible cat2loop enders etc). Forgot to say I am using Litchi as training dummy for the taunt loop because she seems to require a much more strict timing than other characters. Then I'll work on no-taunt loop setups since I am pretty sure doing full taunt loops online will be impossible for me given that my internet connection is amazingly poor. But atleast I should be covered for the local offline tournaments, heh.
  12. Not really... I'd say that just double taunt loop combos in CT are already a good training. Anyway... I finally got CS. Time to grind that training mode. :3
  13. Her drives have awesome proration, so yeah finding out ways to go straight into taunt loop from there leads to nice damage.
  14. Not just counterassualt or supers though. I have the feeling that in CS we finally might see RC used more often if it does allow her to get into the good taunt loop setups. Rapid Cancel wasn't a crucial part of her game in CT (only as a way to keep pressure), but in CS it might finally provide some really nice reward, even better than actually using that meter for a super.
  15. I don't think there's any strict rule regarding taunt mapping, considering that on arcade the move is associated to the start button, and that the layout on console sticks may be different from the arcade ones (heck it's different from arcade to arcade). I usually map the taunt on the third button of the bottom row, with Type B layout so it's like: A B C D _ Taunt
  16. I almost forgot about the air invincibility. Won't probably beat j.A kind of attacks in a few situations (unless you throw it as a "meaty" before the opponent does something) but this could finally be a good answer to one of the major weaknesses that she had in CT (which was defending against characters with a good air-to-ground game). Gotta see how important is the reward for a well placed anti-air 6A (besides of course defending and countering), and what kind of combo is possible after that. Judging by what I've seen so far it doesn't look like she can safely go into taunt loop from that (it really depends too much on the positioning), but it looks like it might lead into a cat2loop combo (meaning no oki, but decent damage). Really... so many things I want to properly try out. I haven't had enough time to mess with coin-op CS especially during the past month and a half due to uni exams, I really wanna grind that training mode in console CS to discover all the cool new things that Tao can do. [edit] I completely forgot that if the height is not too much Tao could try to setup a taunt loop on a CH 6A by following with a j.5D~B ... That would mean a lot, because characters like Litchi or Arakune would finally have to respect Tao a little more when approaching from the air. Again, gotta test this out in training mode.
  17. About the damn time. Although I'd still like to test it out in certain situations. Doesn't still look as good as Ragna's 6A but atleast we can now use it more often other than combo fodder material or air-tech punish. There's so many things I want to test in training mode, my copy of CS better arrive this week, I'm really getting impatient.
  18. If you're close to the ground after a CH j.C you can land and immediately go for 5B/5C/2D off the ground > aerial combo of your choice > cat2loop ender. Look at the latest vids of Tsujikawa, he does this pretty often.
  19. Yeah, j.4D looks pretty sweet. I'm loving how she has so many more safe options in approaching and pressuring the opponent. One thing I'll make sure to test is how we can make good use of her throw despite the fact that its range got nerfed a lot. I might be wrong but ~A cancel leaves her a little too far from the ideal normal throw range (kara-throwing still possible though). 4 frames crawl is also really sweet.
  20. The cool thing about 5D~C is that if you're expecting them to jump away from pressure now you can safely airdash->airthrow. I've seen this done a lot by Tsujikawa and Denpa, and I think we finally know why.
  21. I see, thanks for making it clear. Well that's pretty sweet. -5 as worst possible option is still safe (you can atleast block/jump). -1 should even allow her to low profile most of the opponent's 5A. With the right mindgames you can crawl > throw, crawl > 2A/5B, jump/etc. Kara-throw might still be too risky though, I guess it'll depend at what distance Tao lands. Oh, ~C being +2? Sweeeeeet. Means we can end blockstrings with 5D~C or even include j.2D~C as last segment of a blockstring. I should have tested this on arcade on what her options are on a hitconfirmed 5D~C/j.2D~C. If it's possible to hitconfirm from these two into a taunt loop/combo that'd be really really sweet, as proration from any of her drives is pretty good. Can't wait to get my hands on the game and finally try this stuff in a proper training mode.
  22. I don't think I quite get it yet, in regards to the 5D~B Is the note referring to a case where the player cancels before hitting the opponent (so without causing blockstun)?
  23. -5 is still pretty safe.
  24. Different damage proration. Her drives moves have the best proration so you don't want to put anything in the middle that might lower the overall combo proration (like the j.236BB). That's why you do the double CAT2 ender instead of splitting. The CAT2's purpose is to knock the opponent on the ground, damage is granted by a full drive loop.
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