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Ronove

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Everything posted by Ronove

  1. hmmm.... ...yep, except the starter wasn't a 2D in that video. I'm going to watch it again and note it down. [edit]There it is: http://www.youtube.com/watch?v=A1vE1u3rW4Q#t=01m07s [...] 214D > j.2D~C > j.5D~A > Taunt > 214D > 236Bx5 3.8k damage off a back-throw taunt loop setup.
  2. I noticed in one of the latest vids where Denpa uses an ender that basically keeps him on ground (using d~a cancels) while getting the 236Bx5 wallbounce+oki. That's probably the type of ender we might want to look into. I'll check that clip again later and post that combo here, hoping it's not too character specific.
  3. What's the max amount of damage that we can squeeze out of a no-taunt loop combo that makes use of the CS2 loop? Does it atleast get into the 3k territory? Between the j.Cx3 j.236Bx5 ender and the j.C 9D~9 j.C JC j.236Bx5 one I seem to have more success in landing the former. You have to be really quick with the latter when doing the j.C JC j.236Bx5 since there is no easy shortcut like the old CT string j.C j.236B (where the input was a 2-in-1). Actually it's not that it's hard, it's just I have the developed the bad habit of holding 9 during the vertical loop even when doing j.C, so I guess I first need to remove that and then just leave the stick at neutral right after the 9D~9 connects so that I can easily do a quick jump cancel.
  4. Hmm... well back in CT I used to do a quick transition with the stick from 4 to 3 between 214D and the j.2d~b input, but in CS it seems it only works for the first 2/3 repetitions then after that it whiffs. Oh well, I guess with time and practice I'll nail this down. o_o Talking about loops and enders, I think it would be useful to order the latter ones based on the amount of taunt loop repetitions. Like, "you can do this ender after X repetitions" or "this ender cannot be performed if you use all the possible reps". Since I'm still trying to learn the damn loop maybe you or TaoFTW (or any other Tao who already has mastered them) might specify this.
  5. Aight, thought so since it was the only possible way to get it connected and I was wondering if there was an other way. Gotta drill the damn loops into muscle memory, the highest I got was four repetitions before I screwed the timing for the following one. Once I got to the corner it kinda became a little tricky with the taunt string...
  6. By the way, is the 5C inputted after the taunt or after the j.2d~b? I guess using 5C at the end of the taunt loop string gives a little more freedom when picking the ender, while 236CC leaves less options. I still instictively find myself using 236CC though, it's a CT habit I have due to having practiced those damn taunt combos before.
  7. So in the end what's the recommended ender for her taunt BnB's? The first two seem to be the easiest ones for sure. Single taunt combos are truly stupid easy to execute in CS, her ~b cancel it's so ridiculously better. Taunt loops do require quite some muscle memory and timing though, I'm still not getting them consistently. Cool thing I noticed is that the horizontal drive loop works on the small hitbox characters, too bad it does poor damage compared to the taunt bnbs. But it may be a viable solution for those who still want to land a decent combo while still learning all the taunt loop setups.
  8. That's exactly what I was thinking of. Situations where for instance you jump cancel or simply jump neutral (after a 5d~b for example) and want to keep putting pressure or eventually punish the opponent if they're trying to counter you with a quick low/jab.
  9. So basically j.b's startup remained the same as in CT or did it get slightly faster? Does its hitbox still hit vertically/diagonally? Is kara-throw still possible, by the way?
  10. No instant messaging, la connessione me lo proibisce sorry :[ Se vuoi ti passo il mio numero di cell. Cmq io dopo le prime due week di feb (anche dopo la prima se ho culo con gli esami orali) sarò di nuovo libero per partecipare a raduni smazzanti a BB, ergo se si vuole setuppare da qualche parte (basta che non sia uber lontano) io ci sono.

  11. Si sono possessore anche di 360. Ma non se n'è fatto nulla perchè erano troppo assorbiti da Zoo Turtle Fighter 4 (:psyduck:) o perchè non c'avevano voglia di mettersi un attimo ad imparare a giocare e non c'erano gli shoto per easy pick up 'n play? :lol:

  12. La prima che hai detto.

  13. Asuka del nuovo film di evangelion che guarda il paesaggio mostrando il didietro :3

  14. rofl si, ho pubblicizzato bene il torneo, si vede? :P

  15. I'll just link it here to avoid I miss out anything. Our community is at www.arcade-extreme.com, by the way.
  16. If you don't mind I'll link this to the italian community at Arcade Extreme, there's the possibility that other players might be interested in showing up besides me.
  17. Cool, I shouldn't be too busy in May. If I manage to find a cheap plane ticket with RyanAir I might atleast consider partecipating for the BB event
  18. No it hasn't changed that much besides her ender (which seems even easier to perform). Learning her CT's BnBs is certainly not a waste of time.
  19. Don't use 2b inside your combos (ony as hitconfirm normal), since it will kill your proration.
  20. One tip I can give is to sometime end your blockstrings with a jump-cancelable move, especially if they've used IB on the previous normals of your string since you might want to get out before they punish you. Of course, this is only safe on characters that don't have a good anti-air/reversal (this can't be done vs Jin, in fact, and in general vs DP characters). Tao sometimes has to take some risks when playing pressure mixups in order to be as less predictable as possible, and most of the times you'll be adjusting your pressure strings based on the opponent's habits/defense.
  21. All you need to know can be found here in this subforum. TaoFTW's guide and the old threads (even the locked ones) provide enough infos for you to start practicing on the right things.
  22. I'd honestly give priority to the rest rather than just practicing combos. You may know how to perform the most advanced combos she has but if you can't get to hitconfirm them safely it's all wasted time. Work on hitconfirm, blockstrings and movement control first. Learn a few BnB in the process, advanced combos may come later once you're confident enough with your hitconfirm rate.
  23. That's because Litchi's air normals are in general pretty good (her j.B has good priority and range) and better than Tao's. 2D is actually pretty good since generally you can come up with two different situations: - the Litchi player is throwing her j.B preemptively to safely get close you and to make sure he doesn't get countered by something or - the Litchi player goes for a deep jump-in/IAD with j.B, in that case you know when it's coming at you in the first case after her preemptive j.B's recovery, depending on the angle you can still try a 2D or a 6a (or dash 6a if her jump won't get her too close). Don't bother IAD+airthrow, Litchi has a better airthrow than you anyway. In the second case, block/IB and counter (2a, throw, it depends if you manage to get that IB and immediately play some mixup as Litchi lands). They may also attempt to cross you up either with her j.B (through a jump) or wither her falling/dive attack from a IAD, so be aware of it. In that case just try to block/IB. Tao's anti-air sadly ain't that great (which is why this matchup is pretty even, as Litchi controls the air better than Tao while Tao has an advantage if it's a ground vs ground game).
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