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Everything posted by DonkeyKnifer
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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
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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
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[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. -
Yeah or if you just wanna write it down that's fine too ofc. Would really appreciate it :D. I know you can just get a pickup with 5B or J.2D~B if they delay too long and is hard to react to but I guess that's not what you mean?
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Do we know if this will work in CP on the same chars? Seems like CP Taos' go for 6B, j.4D or 6B RC 66 j.b(1) j.c(1) --> stuff? This is a cool option select, what other chars / situations is it good against? I always found it hard to safejump in BB since you can delay your wakeup and it seems like many good players will. In that situation you could miss your safejump then you will either block, get out or try to continue pressure. I feel this will put you in a situation where the opponent will be able to mixup you on your oki which a safejump is supposed to prevent. It might be just me personally being uncomfortable with the situation. Also, how many frames is the trip guard?
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j.b does indeed seem to have an improved hitbox and makes opponents lower in juggle instead of higher. Good if you want your opponent closer to the ground in combo. j.2b seems slower, does not combo after j.b (1) 3c has much less delay between every hit and third hit (sweep) makes her slide further, thus enabling combo on opponents further away.
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I am going to Japan in a few days and will try to spend at least some time with BBCP Tao in training mode. You guys want me to check something? I'll try to check the things Myoro asked about in case noone can answer the question before then.
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Could you give an example of a full combo like this? I couldn't find any examples on the wiki and I can't remember seeing this.
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So many 6C? Feels like it would blue beat but I'll try as soon as I have time, thanks!
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Thanks for the reply! Should the full combo then be 1) 5B 5C 2C 6C AB2 6C sj.7 j.236BBBBB... 2) 5B 5C 2C 6C AB2 6C j.7 j.236BBBBB... Is this char specific?
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When I am going for AB2 I usually go for 5B 3C [2] xx AB2 xx normal jump back 236BBBBB. This works on all chars except Tager whom I usually super jump back and you have to delay the 236BBBBB. Vs Arakune you can do normal jump and delay your first 236BBBBB. You jump cancel the last hit of 236BBBBB I input it something like this: 5B 3C 236236B 5B 6C~7 (this is where you delay vs some chars) 236BBBBB j.9 236BBBBB j.8 236BBBBB Afterwards if they tech down you can go for high low mixup and get 2 more reps if they eat the first hit. This is kinda uncommon though as most people will tech outwards (go for air throw or better spacing) or be ready to hit you on the way down and I haven't found a good way to convert 6A in AB2 into big damage. Maybe you guys know a way? There is another different starter for AB2 which is when they start airborne and into 6C. For example: Airthrow (your back against corner) --> 5D, J.5D~A, 6C x AB2 6C, super jump 7 236BBBBB etc... ^ This combo against Litchi you have to time your 6C so that she is lower to the ground and do normal jump 7, like the first combo. I have never gotten 5B 3C AB2 5B 6C SJ.7 etc to work on anyone except Tager, is this supposed to work? Is it possible to convert from say 5B 5C 2C 6C AB2 6C? Maybe it's a timing thing but I haven't gotten this starter to work on anyone :\ E: Another unrelated question. Sometimes I see good Tao players use 236B in neutral game, sometimes just once, sometimes mashed. What does this cover that her normals doesn't?
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Country: Sweden City: Stockholm PSN: DonkeyKnifer Games: Blazblue mostly, I can play P4 as well Other notes: My Skype is DonkeyKnifer and that is probably the best place to contact me. I also play offline at a place called Dragon's Lair in Stockholm. We usually play every wednesday and friday. Blazblue mostly but also other fightans like KoF, Marvel, Street Fighter and Tekken etc. There are around ~10 people playing Blazblue somewhat regularly. Check out our facebook if you want to come visit! https://www.facebook.com/groups/475755015805896/
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
DonkeyKnifer replied to Kuuhaku's topic in Archive
If you didn't like the previous ones I don't think you'll like AE. It's less balanced than super was and it's still the same game. However, if you did like the previous ones I think you should try it