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Ronove

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Everything posted by Ronove

  1. The version where you split the two j.236B by including a j.C 9D~9 between them always does less damage, you should definetely keep using the standard vertical loop where you end with j.236BB j.236BBBB
  2. If it helps try doing a 41236 motion (half circle) for the first j.236B, that should "create" the little wait window where you'll be able to consequently do the whole CAT2 string flawlessly. It's useful at the very least at the beginning so that you get used to the timing/visual clues.
  3. It's an artwork by japanese artist named "And".

  4. Cake's rule applies also to CH j.D as well, that move has the best proration and you can either ~B or ~A depending on your positioning -> land -> and follow with Taunt > loop setup. It's really a thing that Tao needs to abuse as much as possible. Any "occasional" anti-air in counterhit that stems from a j.D can be capitalized for some sweet damage, with or without taunt loop. Go check out Tsujikawa's Tao, in the most recent vids (Tachikawa ranbat) he did this pretty often without having to forcefully rely on a specific taunt loop setup.
  5. I almost confused this thread for the CS one :psy: Mods could you please add the CT tag in the thread's title?
  6. You never want to counter her stuff from full screen, Tao can start baiting it with ~C feint.
  7. Is that why you're quitting Tao? Come on dude you can't be serious. You did well in that match, what you need to fix is that you need to abuse more Tao's ability to double and triple jump when you're expecting the opponent to mash a reversal. Especially against Tager you need to have patience man. Always remember when you're landing next to a Tager whether you kept him in blockstun or not, because he might be buffering a command grab as soon as you touch ground, so always ALWAYS bait that shit with double jump > j.A/j.B . Same thing as the end of that vid with the astral, double- hell triple jump/sticky kitty just to get the hell outta there. It's just that, really. There's no reason for you to quit Tao, you're good at pressuring and getting in you only need to keep your cool and eyes open on moving around your opponent.
  8. Hmmkay. Thanks for your insight on this matchup.
  9. I thought 2B's hitbox (defensive one) was slightly bigger than her crawl? Gotta check it out again. In CT I am pretty sure that Tao's 2B shouldn't be able to low profile. 3C does though, but it's a gamble that heavily depends on the opponent's yomi and how both offense and defense have been previously set up... like it's something that could work once to make the Bang afraid of it (but heh, being afraid of her 3C... in my opinion the only character who has a right in being fucking afraid of it should be Ragna, not Bang...).
  10. New Tao combos that grant oki do sacrifice a good portion of damage, and only occur on taunt loop setups. Hence in terms of keeping momentum and pressure I'd say that Bang is definetely better on that aspect. And I honestly don't know how much Tao could rely on her crawl, really. It's not like Bang is fucked if he can't 5A mindlessly, besides there's the D nails/2A/command grab that should be preventing Tao from even thinking of crawling in front of him anyway. There's actually a lot of yomi on both sides (which is something I really like). I don't know, my experience is still pretty poor so I can't really give any solid opinion yet but it does look to me that Bang still has more options and has better chances of winning the round if he's able to score a knockdown when Tao still has no meter. Atleast in the first part of the match I'd say Bang is slightly favoured.
  11. A lot of these combos are not exactly practical but they're still interesting and actually provide a lot of inspiration for good variety of situations. Like, I really liked the 6B combos on a jumping opponent. It often happens in a game when you're using her overhead and the opponent wants to escape from pressure by jumping, so knowing how to capitalize from that is always a good thing. Most of these setups should also transfer pretty well in CS, just change the combo (rather than going for double taunt combo use taunt loop instead) so it is definetely some really good shit. Props!
  12. Cut the crap already. This thread is about match-ups, not about "my favorite character should have [insert list of changes]". Getting back IT, I'd like to hear a Bang's opinion (Dacid?) on Bang vs Tao matchup. I'd dare to say that it looks almost "even". Bang has more safe options on oki and overall pressure, while Tao has to sacrifice damage if she wants to get oki out of her taunt loops, and no taunt loop combos don't give oki at all (basically all situational anti-air -> combo that doesn't involve the loop). 5.5:4.5 in Bang's favor? or...? Opinions please!
  13. I see, that would indeed make sense now that I think of it- all those situations where that expression was used it was indeed when the opponent was getting cornered.
  14. Where are you guys stayin' at during the SvB days?
  15. I can't believe I'm reading of people whining on a character that has four freaking dragon punches. FOUR. And only needs 25% meter to get out of pressure. What the hell? Go play SF4 if you like to mash your shoryus for big damage. smooshman you're totally missing the point of a reversal move. It would incredibly dumb if a plain reversal were to be something you can safely throw whenever you like it. Its OBVIOUS purpose is to solely get you out of the opponent's pressure and as mind game tool to make you respect on your ukemi. That is all. Asking for a safe on block DP would make the character stupid as the opponent would have no way to punish for throwing your reversals mindlessly. Your "reward" is interrupting your opponent's pressure and setting up yours, that's where the reward in a successful DP lies. Not damage. Duh.
  16. Devi farti vivo più spesso sul foro di AEX! :sisi:

  17. You might want to add Izayoi Matoi (十六夜マトイ) to the list of Taokaka players. Regarding fighting game words there's one expression that I'd like to hear rtl42's opinion on: in a lot of videos I often seem to hear the expression "game-ashi" (がめ脚 ?) which seems to be used everytime the opponent either gets swept in the air or gets knocked down. First off, did I hear that right or is that word/expression spelled differently? Second off is that the right meaning? Oh well, I figure I might as well provide a few terms I know of: grab/throw: nage (投げ) airgrab/airthrow: kuu nage (空投げ) I'll post other terms when I recall them, heh Usually rather than using "いい" to compliment someone on being good/skillfull you use 上手い (umai)a lot of times on niconico comments you'd also read うめー (Umee) which is a slangish/colloquial form of it
  18. Nice work! I really dig how you creatively tried to extend as much as possible her usual BnB's with ~a and ~c cancels. I also liked the second video (especially the end with grab tech shenanigans). Good stuff! Third vid is hilarious, the doppleganger combos are quality troll material, haha
  19. I don't know if this is exactly the proper thread to report it, but I'm having problems posting in the new mu-12 board. Basically it says that I do not have "permission to access to that page". I thought the staff locked the discussions before the console game was out but then I noticed a couple of users commenting the latest video footage available so... what's going on? If this is not the right place to ask this feel free to delete this post, I thought starting a new thread for this "issue" was kind of unnecessary.
  20. Heh, I don't think 6A has become a reliable anti-air yet, but with a bigger hitbox it should whiff less on blocking opponents. That was something that made a blockstring of 5B > 6A pretty risky in CT in certain matchups (hello Noel, Rachel)...
  21. Did you guys see the hitbox video for Tao? (http://www.youtube.com/watch?v=ttnQNvzQqzQ) I honestly thought that her 5B and 5C had a larger offensive hitbox. I'm a little surprised. Basically the defensive hitbox is slightly larger. Heh. Atleast her 6A's 1st hit and 3C's 3rd hit seem to have a slightly larger hitbox.
  22. Hamutz Meseta from Tatakau Shisho: The Book of Bantorra

  23. Just train yourself to do regular j.C > land > 66 > 5B in CT. You can do this constantly on the training dummy using her 2D~B to quickly switch sides and keep doing it until your execution improves. At the beginning you'll probably be mashing 6 to find the right timing, to avoid doing a 6B pull stick on 4 when you're going to do the 5B (4B = 5B for Tao, doesn't make a difference) then 6A. This is just to adjust your rhythm and prevent mashing, once your muscle-memory learns it you won't need that trick. I've only watched the first vid (I'll watch the others later, I'm on break, damn uni exams ). You lost almost all of the aerial battles for one plain simple reason: when you're jumping next to the opponent unless you do a meaty j.C out of his range you'll always lose against the air jabs, and that's natural because j.C, as good as it may be, is a poke tool hence the "long" startup. You need to use more Tao's j.A everytime you and your opponent jump close to each other, j.C is only viable if you are approaching from the distance or in air-to-ground situations (and in that aspect j.B now is actually better). You'll notice this yourself if you watch these vids again. In plenty of situations you dashed in and attempted a j.C when you were in his airjab range, obviously being countered. So you either preemptively do a j.C out of his range (and this will require you to have grasp of the distance, the opponent's range and his mobility) or if you're close just j.A. Who cares if j.A prorates badly, you have to avoid eating an air CH (especially in the air, just think if you were versus a Litchi rather than a Carl, all those situations would have turned into free 4K combos against you). One more thing: if you rely too much on 5B > 6A the opponent will adapt too fast to your blockstring, afterall you don't have plenty of options after a blocked 6A. When you jump cancel a blocked 6A don't be in a hurry to get in: do a double jump to bait if you think the opponent is mashing a reversal, or jump back and then dash->airgrab or dash j.A/j.C (again depending on who's the opponent, range etc) if they're jumping away. You can't play risky until you condition the opponent on not being too carefree, and the proper way to achieve it is to use her mobility and make them whiff all you can whenever they're carelessly mashing a normal or a reversal inbetween the holes of Tao's offensive game. If you keep them honest you'll have an easier time mixing up risky stuff (6C, 236C, 5D~B, etc). This is a general rule, and of course depending on the matchup and the opponent things may vary but it's important to know that you can't rushdown mindlessly, if the opponent reads your blockstring it's ok just use her mobility and her jumps to retaliate for a second and create one more opening.
  24. My two weeks trip to Japan has been canceled, so chances that I might attend svb are a little higher. Gotta see who else from our locals is interested in joining the trip.
  25. @Soniti, To-i and Noze's team has qualified for the A-1 block (Hokkaido & Tohoku area), not B-2.
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