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BigLeafyTree

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Everything posted by BigLeafyTree

  1. 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
  2. Some excellent, sometimes trolltastic Bang play from a 225 rated Bang player: http://www.youtube.com/watch?v=6ms6gx4dRoA#t=10m40s
  3. Everybody needs to see this: http://www.youtube.com/watch?v=YqB2no-QvjM
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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?
  11. 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?
  12. 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?
  13. 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.
  14. 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.
  15. 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.
  16. Hi everyone. I've just picked up Tao in CS after playing Bang all through CT and it's a way different feel. I'm still muddling my way through her combos and I had some quick questions. -After crossing over an opponent with a regular jump, if I jump again I can't do a third jump or dash off of it. Is this intended? -What's my best combo off of a gold burst? -Who are the hot Tao players to look for in videos? Also, for the TLoop > AB2 ender that everyone seems to be working on, would it be possible to gold burst immediately after the AB2 ender and follow up on it with another AB2 ender/super? I'd check myself but my Tao execution isn't good enough (yet!)
  17. Please do. I'm interested in seeing your view of Hakumen vs Bang and Hakumen vs Litchi.
  18. If he mashes his 5A whenever you jump cancel your 2B, try a j.D or throwing D nails. After D nails you can continue mixup if necessary. If he's just mashing 5A in general, gatling 2B into 2D/5D/2C. One neat thing you can try is doing a superjump cancel off of 2B, D nails, air dash j.B/j.C since the extra height will give you time to dash before landing.
  19. I was messing around with the idea of fitting in an A nail at the start of a combo in order to get more damage (poison isn't affected by proration), especially for times when you'd be looking at some pretty strong proration like guard breaks. The problem is, A nail has 0f hitstop under normal conditions BUT on a crouching opponent it gains 2 frames. On crouching guard break: A) j.236A, d.5A, [bnB of choice] B) j.236A, d.2B, [continue combo] In A, you need to be a small distance away from the opponent, about 5B's max range. Jump up and do the j.236A as close to the ground as you can. In B, you need to start about twice as far as away as in combo A. Jump backwards and do the j.236A as close as you can to the ground. Both of them are spacing dependent, and combo B is slightly harder because dashing into 2B is a harder link. Using meter on a Daifunka ender will let the poison run its full length. Bang's generally longer combos and improved A nail make this stronger in CS.
  20. Awesome, thank you. As soon as it's up on the frame data site could a mod delete this thread?
  21. What exactly is he doing right?
  22. Cute gimmick in one of the recent a-cho vids. Pink throw in the air, after throw break air dash forwards and throw an A nail, air command grab. Seen at 5:25 in http://www.youtube.com/watch?v=-GWgPoOw3_Q
  23. The values in 'Startup' and 'Active' in Mugen are wrong. Startup is listed as -, Active is listed at 719 frames.
  24. Comparing it to the CT Tager frame data (http://blazblue.byethost13.com/bbct/characters/tager/bbct_tager_data.html) 6B's note is 27f recovery on hit, j.C's note is it giving you extra forward momentum from f13 onwards. For the air throw the only thing measured in numbers that large is distance as far as I know, maybe distance from the ground? 6C's note with % is probably related to proration somehow. There's a note on the throws that has 100%, so maybe it can't be prorated BELOW 55%? It's just a guess, but the 60f on j.2C's note might be how long it knocks them down either on counterhit or when you hit them out of the air.
  25. If you time it right though you can slide under and get a 5A out before they can, hitting them as they try to mash out. I tested by recording it and using it against myself, and I couldn't mash out. It depends on the timing of your slide underneath their tech.
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