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[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
BigLeafyTree replied to DaiAndOh's topic in Archive
Courtesy of Nezu in a GameAcho video, 5B>2B>6C>j.D>C nail>d.6D>jcc. gold burst>d.6D>j.D Works on Jin in the video so I assume it works on everyone. Video: http://www.youtube.com/watch?v=AgvFrFWRQT0#t=22m06s -
Some excellent, sometimes trolltastic Bang play from a 225 rated Bang player: http://www.youtube.com/watch?v=6ms6gx4dRoA#t=10m40s
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Everybody needs to see this: http://www.youtube.com/watch?v=YqB2no-QvjM
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[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
BigLeafyTree replied to DaiAndOh's topic in Archive
Because all Tagers love fighting against FRKZ 5B>6C>j.D>5D>9623B>d.6D>jump cancel>burst>5D or whatever finish (~midscreen) 5B>6C>j.D>5D>9623B>5C>jump cancel>burst>6D>C nail>5D (corner) These work on Tager and possibly Rachel but I haven't tested yet. -
[CS2] Bang Gameplay/Video Discussion and Questions
BigLeafyTree replied to DaiAndOh's topic in Archive
Stop spamming your drives when you get scared. You probably know this already, but learn your combos so that you can do solid damage and not end combos by putting yourself in the corner sometimes. -
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
BigLeafyTree replied to DaiAndOh's topic in Archive
For the FRKZ enthusiasts out there. 5B > 6C > j.D > land > gold burst > d.2D > j.D > 5D Only works on Jin & Arakune. Still looking for a universal variation or one that gives oki. -
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
BigLeafyTree replied to DaiAndOh's topic in Archive
Is it possible to get 4 seals off of a BnB if you use a gold burst? I've played around with it a bit but haven't found anything more than 3 seals. -
[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!
BigLeafyTree replied to DaiAndOh's topic in Archive
Long time no see everyone! Corner 2D(CH)>6D>623B>6C>j.D>2369C>5C>6D>623B 3274 dmg; 1 nail; 33 heat; 4 seals -
The changes in the last loketest can't possibly stay. Taking away 3C->5D~B means you can't follow up landing a 5C or a non-CH 2C for any real damage which is silly. Also I found something cute but nearly useless. Using AB2, then hold 22C and it will do a lot of chip damage if they just regular block. If you use the full AB2 timer doing this it's something like 1500.
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BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
BigLeafyTree replied to Spirit Juice's topic in Archive
So if I'm understanding this right and 3C can't be drive or special cancelled, Tao will have to use 6A to get into her aerial drive combos? That means less damage, and also means she gets very, very little off moves that won't combo into 6A (2B, 5C, 2C non-CH). Am I missing something or is that a big hit to her offense? -
Thanks for explaining severin and dragontamer, makes sense now. I appreciate the wall of text. I guess you could also go for a throw reject miss if they were in the air getting ready to block something that has to be barrier guarded? Them starting to barrier would be read as a throw tech attempt by the system right?
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I've noticed in videos of Japanese players that there are times during pressure where they'll go for a pink throw. Normally pink throws are a bad idea, but I see a lot of Throw Reject Miss ones going on and I'm not sure why. Can anyone explain what the deal is and how I could fit it into my mixup game?
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Thanks for the recommendations on videos, I'll study up. @Rin: I mean if I do a regular jump that passes over over my opponent, then jump again after passing over them, I can't jump or dash afterwards which is weird because I should only have used up 2 of my 3 jumps/dashes. It's like the second jump counts twice somehow. I can jump over > dash > jump, but not jump over > jump > jump/dash. It's the same thing if you jump after a 2D (no cancel) that passes over the opponent. Also, might as well jump in the deep end for combos! And because I'm still new, I'm gonna share things I find and you can tell me if it's useful or dumb. It seems like most of the people here in the Tao forums have been playing her since CT so some stuff that's common knowledge to all of you is new to me. 6B > 22C works on everyone (I think), standing or crouching. 6B > 22C(x) > 5D > RC > 5B > 3C > stuff. 6C > d.22C is possible but maybe spacing/character dependent or just hard as balls. Blockstring: close range 5B/5C > 7j.A > j.B, the j.B can be delayed slightly to make it a crossup. Corner blockstring: close range 5B/5C > 7(j.A) > j.B > 214D > j.A/air throw, depending on how long you hold 214D you can crossup your opponent in the corner. If they start trying to jump out of pressure sprinkle air throws to taste. I didn't see it specifically mentioned anywhere but AB2 stops meter gain.
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For the jump thing it's not about needing it or not needing it. It's just inconsistent that she doesn't get her third jump in that situation. As for getting more damage out of something, why would you not? If the AB2 ender adds about +2000 regardless of proration, and IF it works to do TLoop > AB2 ender > gold burst > AB2 ender you could pull of some ridiculous comebacks if you have a burst and 100 meter. Needing the burst and meter makes it situational but still.
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Standing Reset or Launch and Finish the Combo?
BigLeafyTree replied to dragontamer's topic in Archive
It's risk vs reward and that changes depending on who you're playing. Resets are better if it's also mixup (high/low/throw/crossup/unblockable/etc) so the opponent has to register that you dropped the combo AND THEN defend properly. It also depends on how much damage the combo will do guaranteed vs how much the reset might do. For example, going for a reset off of a sweet Fatal Counter combo is a dumb idea, while going for a reset off of a combo started with a heavily prorated move is a good idea. An example of a character that should go for resets a lot is Carl. If you're sandwiched between Carl and Nirvana, he can drop combos late into the combo after already squeezing out a bunch of damage. Once he does drop it he can use his killer sandwich mixup to reset for good damage and without much risk. An example of a character that shouldn't go for resets is Hakumen. His combos would have to be reset very early before getting much damage in and it's giving up the guaranteed damage you would have done for so-so mixup.