-
Posts
30 -
Joined
-
Last visited
About DonkeyKnifer
- Birthday 11/28/1989
Other Info
-
Location
Sweden
-
XBL
DonkeyKnifer
-
PSN
DonkeyKnifer
-
After getting some lab help from a friend it turns out it is in some cases actually positive on block, not much though. I'm guessing around +1-2. If you mash 5A or throw you will definately win unless they shoryu. Seems this setup can be safe vs some reversals but not many. I wrote down the notations from the intermediate combo video. https://www.youtube.com/watch?v=MsbtwwQi7hk Midscreen 1. 5A 5C 236A 9jc~D IC 4C 2C (4B) 236BA 214B~D DC J421A - 3148 (side swap) 2. 5A 5C 236A 9jc~D IC 4C 2C (4B) 236A 421C j.214B~D DC J.421A - 3056 3. 5A 5C 236A 9jc~D IC D[C] j.236A j.214A~D DB 236ABA 214C+D - 3969 4. A+D 4C 2C 236B 421C 236A 214B+D DC J421A - 1657 5. 236B~D 236B 214B+D 2C 4C j.B j.2C j.C DB 236ABA 214C+D - 4027 Corner 6. 5A 5C 236A 9jc~D IC 4C 2C 236BA 214B~D DC j.421C~D - 3194 7. 5A 5C 236A 9jc~D IC 4C 2C 236BAB 214B+D DC j.421C~D - 3247 8. A+D 5C 236B 8jc~D IC 4C 2C 236BA 214B~D DC j.421C~D - 1876 9. A+D 4C 2C 236AB 214A~D DC j.236A j.236C j.214B~D DC j.421C~D - 2333 10. 4B(1) 236BA 9jc IC DC j.236A (delay) j.214A~D DB 236ABA 214C+D 11. 4B(2) 2C 236A 9jc IC DC j.236A (delay) j.214A~D DB 236ABA 214C+D
-
http://youtu.be/MOr8dIx7ksI?t=18m29s After she does the combo linked here she does j.214A as oki. Isn't that supposed to be unsafe or at least minus? I see similar use of j.214A/B very often, even in neutral sometimes and JP players always respect. Is it because of the possible stance mixups to stop mash or why do they always respect j.214A/B? It's minus afaik
-
[CP] Taokaka Combo Thread - Now with 33% less loops!
DonkeyKnifer replied to XDest's topic in Taokaka
What OD combo do you guys do if the opponent is airborne midscreen? How much can we go into from throw, 6A / j.B / j.C / j.D assuming 100 bar and 30% health? -
[CP] Taokaka Gamepyarel Discussion v:3 - Encore Edition
DonkeyKnifer replied to XDest's topic in Taokaka
I can't see how this is constructive or correcting any errors s/he made in the post. If you have any advice about the matchup it would be appreciated. Thanks to bakahyl for posting a bit more! --- Anyway my thoughts on the Mu matchup as a Tao player I think j.D is really strong but Mu can outpoke it both on ground and in air so you will have to use it wisely. Getting through stein spam can be a real problem if you let her set up full screen so you want to stay close but if you overextend you're gonna eat her SRK and then you're in trouble. If you get SRKd often when you have pressure you are not playing correctly or the Mu is reading you, do something crazy or something you have never done before - try to reset the mind game. If you manage to punish her SRK just once that may be enough to put you in a good enough position to win the match so good Mu players won't overuse it unless you let them. Electric ball can actually be whiff punished if you manage to superjump over it. I would not recommend trying to crawl her normals unless the Mu player is getting obvious in his / her blockstring. The risk reward for crawl is often bad. Tao's J.C j.B j.D are all good tools in this matchup and there are some angles on top of her where she has really limited options. Whiffed Mu 2C gives you ~3.5k + new oki. Against Hazama just avoid chains and slowly work your way in. Chains will kill you if you get hit. Hazamas' anti airs aren't that strong but you still don't want to mess with them. Haz 5A gives above 3K when used as an anti air I think. If you react to his stance you can 2B *all* his options if used immediately. He can bait this by doing stance backdash scoop (only some ranges) or YOLO delay SRK. Many mid level Hazamas will want to fly around and try to air grab you. This hurts a lot so what you want to do if you see it coming is depending on spacing 6A, 2D or j.D or get a better position. Both 2D and j.D can get thrown if used incorrectly. If he approaches you using his chain you can drive him while he is flying assuming you did not get hit by the chain. Both Mu & Hazama can be outblocked so don't get too eager when you are being pressured. Both of these matchups feels pretty even to me. Watch more match vids! -
[CP] Taokaka Combo Thread - Now with 33% less loops!
DonkeyKnifer replied to XDest's topic in Taokaka
*Super late response* I think we could use a list of OD combos both midscreen & corner + the char specific variations + optimal throw combos. It seems for Noel, Arakune, Tager, Rachel you can do *Stuff* 6C 4D6~B OD 2B 5B 6A j.236B*5 dj.236B*5 236236D Instead of 5B 5D 6C. Does less damage though, not sure if you can go into 236C~B j.7 j.236B*5 on these somehow? Scaling seems to be a problem in most combos going for OD 236C~B. -
[CP] Taokaka Combo Thread - Now with 33% less loops!
DonkeyKnifer replied to XDest's topic in Taokaka
Yes, just normal 6C. I'd love to see the almost 5k oki combo, is that with CH 2C perhaps? Should be possible to do some nice things with: ... 236CC j.D-A/B 5[C] 6C... I think normal starter like jumpins do 100 more with that route than: ... 6C 214D j.D-C j.2D-A 6C ... But it might be char specific also. And instead of short starter to 214D j.2D-B 236aaa.. you can go to 214D j.C j.236B j.2D-B 236aaa 5D 236C (best corner short hit on Rachel?) What's the best corner long starter with CT we got? That list would be really helpful so I know if I'm a scrub or not lol. -
[CP] Taokaka Combo Thread - Now with 33% less loops!
DonkeyKnifer replied to XDest's topic in Taokaka
Best optimal corner punish route I have seen yet: 6C 236CC j.D~C j.2D~A 5[C] j.236B j.D j.4D~A 6C 4D6~B 6C 236AAA 5D~A 4618 Do we have a list on which characters this corner throw combo works on? I think my execution might be bad >_> 5B+C 2D 5[C] 6C 4D6~B 6C 236CC 5D~A 3432 What's the best OD combos you guys found on Arakune / Tager? Best I can find is double hexa stuff but my crappy ones cost more and do less damage than normal j.236B*5 combos. 4D6~B OD 5BB 236C~B seem to prorate too much -
[CP] Taokaka Gamepyarel Discussion v:3 - Encore Edition
DonkeyKnifer replied to XDest's topic in Taokaka
Welcome to the Tao forums and enjoy your stay ^_^. If you want to improve the video thread and combo thread are two good places to start. Feel free to ask about things you're struggling with or post your findings. -
[CP] Taokaka Gamepyarel Discussion v:3 - Encore Edition
DonkeyKnifer replied to XDest's topic in Taokaka
Most of you probably know this already but if you get hit or counter hit by Azraels growler you can hold forward and the tech button of your choice and do j.D~B as soon as you tech, you will get a counter hit. You can do whatever combo you would normally do from j.B/C starter (see combo thread for inspiration). -
[CP] Taokaka Combo Thread - Now with 33% less loops!
DonkeyKnifer replied to XDest's topic in Taokaka
Will all the OD finishers always work regardless of how long they are if the combo would otherwise allow just [..] 236CC 2D j.236BBBBB outside OD? -
Kokonoe unescapable corner unblockable for a part of the cast
DonkeyKnifer replied to (SWE)KGB's topic in BlazBlue Gameplay
She can get around ~6k without extra meter (noob combo I tried does 5.7K w/o extra meter or OD) from an unblockable setup that large parts of the cast can't escape which she can set up from a realistic combo ender (which btw deals around 2.5 - 5K depending on starter and distance from corner). Do up to 11K with punish starter, 8k with short starter, how much if Koko does OD or has extra bar to burn? Remember this can be applied from AA, throw, high / low, getting hit by 22B... But it's not broken that she has the potential to win the round in a single hit because it's hard to execute is what you are saying? Surely there is no player in the whole world that has the execution to consistently pull of a tricky combo like that so I guess you are right. Perhaps if they only added another way for her to mixup in the corner. Like an instant overhead or corner crossup that leads into good damage, preferrably that resets the situation so you can place another 22B or 2/3D - that would be good. (End of sarcasm) -
[CP] Taokaka Gamepyarel Discussion v:3 - Encore Edition
DonkeyKnifer replied to XDest's topic in Taokaka
Don't know if you guys know this already but she has a kara throw off 5C. If you press 5C~B quickly you get one extra small step of range on the throw. You can combine it with a small dash first to get pretty decent throw range. -
[CP] Taokaka Combo Thread - Now with 33% less loops!
DonkeyKnifer replied to XDest's topic in Taokaka
Thanks for that information. As far as I know it's not character specific but with that said I haven't tried it on the whole cast yet. It's definately easier on big floaty characters at least. It's possible that you have to change jump directions and do [...] j.4D~A 66 5C on some and [...] j.4D~B 5C on some It's also interesting to note that you can do CH 6C 66 236CC (hits OTG) midscreen but I haven't found any application for this yet. It might be big chars only. -
[CP] Taokaka Combo Thread - Now with 33% less loops!
DonkeyKnifer replied to XDest's topic in Taokaka
Slightly optimized, ~150 more: 2[C] 6[C] 6C CT 2[C] 5[C] j.236B j.D~A j.4D~A 6C 4D6~B 6C 236CC 2D~C j.236236D 6833 Starting to think that the more j.236B j.D~A j.4D~A you get in a combo the more damage it will do :>. The 236CC j.D~C j.2D~A route seems to be best from mid starters such as j.b, 5B, maybe 2B? -
[CP] Taokaka Combo Thread - Now with 33% less loops!
DonkeyKnifer replied to XDest's topic in Taokaka
Ending in corner: CH 6C 214D j.D~B 5C j.D~B 5C j.236B j.D~A j.4D 6C 4D6~B 6C 236CC 5D~A 4209 CH 6C 214D j.D~B 5C j.236B j.D j.4D~B 5C j.236B j.D~A j.4D~A 6C 4D6~B 6C 236CC~D 4301 + 100% corner carry (yes, you can have your back to the wall and finish the combo on the opposite wall) Corner CH 2C 6C 236CC jc.7 j.2D~B 5C 236B j.D~A j.4D~A 6C 4D6~B 6C 236AAA 5D~A 4359 Corner FC 6B 2C 5[C] j.236B j.D j.4D 6C 4D6~B 6C 236CC 5D~A 2871 CH 6C 236CC j.D~B 5C 236B j.D~A j.4D~A 6C 236AAA 5D~A 4328 Few examples of j.236B j.D~A j.4D~A route. Midscreen you can always get j.4D~A 66 5C, not sure if character specific.