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PlasticChicken

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Everything posted by PlasticChicken

  1. What's wrong with the taunt loop? What's with this talk about removing it. o: Even with our high damaging combos, it wasn't easy to get compared to bang, litchi, and ragna. I can tell you 100% that the loop was intended.
  2. I am consistent to the point where I don't really even think about it anymore. This happened only very recently for me since I've been practicing a lot lately. (1-2 weeks ago) I can maximize my damage by doing the 5c enders as well. I live in seattle. In the video section I posted a video of me getting a perfect astral finish in a recent tournament... you can hear me hitting the buttons on the taunt timing if you raise the volume. It might help people who are stuck. Also note, I am hitting the 2d~b a tad bit faster than usual probably because I was too excited during the tournament which caused me to use the "oh crap i mess up combo." I don't blame dacidbro, Tao is one of the least played characters in the game and it seems many have dropped her in CS for an easier character to make things worse. But yes he is very mistaken since I'm sure there are at least a couple people in the US that can do the taunt loops consistently.
  3. You can get over 5k damage by doing the taunt loop on 3c hits. If you get a close hit or it's near the corner, you can directly go into the taunt loops without using the j.d~c(whiff) -> j.2~b cancel.
  4. EDIT: Sorry wrong thread, this was the CT one.
  5. Ah I thought you were just talking about the classic 2d~9 > j.c > 9d~9 > j.c > JC > 236bbbbb Also it might be better to use to oki ender on some characters because the 5c ender is incredibly difficult on certain characters. Try an extra 236b on arakune or tager and most of the time you can rack on an extra 200 dmg. I seen taoftw do this in his videos but you can do 5b > 6a > j.d~b > taunt > 214d > taunt instead to make the timing easier. On midscreen you have to jump a bit before doing the j.d or the 214d won't push the character with taokaka. It makes the combo more stable because a mistimed j.2d~b will alter the timing while a j.d~b start will make it more constant. I only use this in arakune though since you lose damage and untechable time, but hey it works 100% on arakune!
  6. Actually from 5b you can get 5 taunts with the 236cc ender and 6 taunts with the 5c ender. 5c ender does 4.3k~
  7. I'm up for anything as long as we still end up getting the singles + 3vs3
  8. I actually have trouble with anything that involves 3d~3 > 236bbbbb or the cat2 loop(tao bounces backwards sometimes). It's kind of a weird input for me but I guess practice makes perfect. The new combos are much more satisfying to pull off when you see that damage.
  9. Well, you can do one more taunt if you are doing the 5c ender that only works in the corner. EDIT: And there is also that j.2d~c > j.2d~a > 214d > 236bbbbb that enables you to do 3 more taunts i think.
  10. I always thought bb online was always horrible for ANY character and not just because of dropped combos but for lots of other reasons. I have a good scene around where I live and I rarely play online but I do understand people who live in places that doesn't have a community for bb. Online is their only option but I don't really think the changes in the game should even consider online play. There just really is no way to fix it. I really doubt there will be other combos that doesn't involve taunts in them that will make them do any close to the taunt combo damage. And there really shouldn't be, since doing risky combos with strict timing SHOULD do more damage. Despite all the crappy lag, I still managed to pull double taunt combos online after getting a "feel" what the delay is after pressing some normals. The timing does not change at all, just press the buttons earlier and don't rely on visuals. I bet the taunt combos will more than possible online, just really hard. As soon as the taunt loops feel like breathing air, it won't be too bad. But as I said, combos are the least of your worries in online play... Tao is not online friendly and they won't fix that. I don't want them to dumb her down to make her more online friendly because I really enjoy how she plays currently. I'll try the low wallbounce variation of the ender with j.2d~c when I have a chance to play again. EDIT: An example of how much different combo enders can effect your damage 4B+C > 214d > 6c > 66 > taunt loop x 6 > 214d > 2d~b > 5c > 9d > 9d~9 > 3d~3 > 236bbbbb (4.4k) 236b (4.6k so far working on tager and arakune) 4B+C > 214d > 6c > 66 > taunt loop x 5 > 236cc > 2d~9 > j.c > 2d~9 > j.c > JC > 236bbbbb (4k) On 5b > 6a, after the first taunt, it seems each additional one adds around 200-300~ damage. Obviously different when it's started with something else like 6c. Note 5c allows one more taunt but only works in corner, but it's pretty much guaranteed to be in the corner after landing 6 loops + 5c. I think the 5c combo ender should be preferred over the 236cc one since it does add a nice chunk of damage. Also, anyone tried doing the taunt loop on arakune? Is it me or is it a lot harder to do it on him.
  11. Kara throw is very possible and it is just as good but..... the throw range itself was nerfed really hard. I don't think people will be mashing 2a when tao is in the air but basically you use j.b for: 1. crossups (it seems the hitbox on j.b was increased because you can jump over then and do an awkward looking crossup) 2. If tao is too high in the air for j.c (this happens a lot right when you jump and hit j.b right away, it will hit the opponent where j.c would have whiffed.) 3. j.c > j.b (it reverse chains now, mainly for combos to level yourself for 236b) 4. j.b > j.a (also reverse chains, many jp taos will use this as a jump in from time to time. j.b will be blocked most the time since it isn't an overhead but sometimes the opponent will not block the j.a right after. 5. Weird air-to-air situations (abuse the weird j.b hitbox :3) EDIT: Also, 5d~b is better but it is still very disadvantageous on block, especially on ib. I don't know if you will be able to leave the ground before being kicked by ragna's jesus kick. I'll go test this once I get to play cs again.
  12. I always thought it was way easier in the corners. If people are still having trouble with the taunt loops, its likely that you are not holding the 214d jump long enough and doing the j.2d~b too early which will bounce them too high. The b cancels are stupid easy. What I'm interested in is the best 2a combo. 2a > 5b > 5c > 236xn does mediocre damage compared to ct and it was already bad. The best one I found was: 2a > 5b > 6a > j2d~b > 5c > 2d > j5d~a > 9d~9 > 9d~9 > 236bbbb for just a little over 2k. It only works in the corner. So far I've been using Throw > 4d~b > taunt loop and back throw > 214d > 6c > taunt loop. Both does over 4k. I'm going to try those backthrow > 214d > 44 > 2d~b > taunt loops soon and see how they compare. I'm still not consistent with the taunt combos but with a lot of practice I think tao's damage is something to be feared. Watching all the bang and ragna players make a perfect transition to CS makes me a little sad. That being said, I think you really have to squeeze every little damage you can from her combos due to lack of a good oki game and lower health.
  13. Ah how embarrassing, you can tell it was lagging a lot because we were dropping combos more than half the time. 10/27 wow that was pretty old o.o
  14. I use 236bb 236bbbb. Once you start getting used to the timing, you can pretty much do it without thinking. I think the real hard part is to actually get all 4 hits on the last 236bbbb consistently. On Arakune, Tager, and Haku-men, you want to do it with little/no delay on the first 236bb because it makes getting all 4 hits on the 236bbbb much easier.
  15. All I see is a SF4 video lol.
  16. haha I remember playing both lurch_e_bean and death134dzhonor on psn. I don't play online much because lag ruins most of taokaka combos. We should one day spam taokaka mirror matches .
  17. What the... I guess I never posted here PSN: PlasticChicken TIME: PST (GMT-8) Location: Seattle, WA
  18. I guess thats what it looks like when the french does 214a
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