No no all 3 hits hit him. I made sure of it because he had just enough health for me to drive loop him and kill him.
Well shit that’s just really, really weird then. I wonder what other moves have this property (that is, apparently forcibly keeping the player grounded?)
I dunno. Im gonna take it into training mode and figure it out.
Dude, I really appreciate it.
And yeah, those arrows can be tough
Okay… now when I try to hit him when hes in his super it just hits me and cancels his super. It trades pretty much. I guess I must have hit him right when it was over but I still dont understand why the 3rd hit didnt pop him up when I saw it hit him.
I’ll have to test it, but I think its either one of two options. Somehow, you hit him so close to the end and that move prevents him from being popped up. Or it just really looked like it hit, but didn’t. I know I’ve had times where they’ve blocked the first two hits high, and somehow it looked like they blocked the last hit high as well. But I’m pretty sure when that happened they were just a pixel out of range or something.
somebody want to show links of all recent kazu vids?
What button does the winpose in my av? >:3
Ok thanks for the help. I assume 4b+c is backthrow and I keep doing it but I cant cancel out of it like I would when I do 236c. is there a secret to this? How do I get from 4bc to 3d9
I’ve been getting destroyed online for the last hour. I’m having a hard time retaliating after a block string. I also use C wayyy more than anybody ever should.
):
I feel you there. I had the exact same problem (and in the middle of the online tournament too learned a harsh lesson from that). I noticed in a bunch of the high tier play videos, they’d often use 2a to interrupt the combo string, 2a goes into 5b and 5b goes into 3c if you’re looking for that setup, otherwise I think 2a will gattling into 6a where you could setup the taunt combo.
It’ll prorate badly, but personally I feel like guaranteed damage is better than a risky counter hit
Then again, I think you’re farther ahead from me in terms of skill, so I might be totally stating the obvious :china: (P.S 2a mix ups rock Haku’s world… at least the ones I’m playing)
Yeah I sometimes missed it too when I first started.
Essentially, when you do 4b+c she grabs the dude and slams him on the ground, when she’s about to hit the ground, start inputing 236cc, you should basically be hitting c when the guy hits the ground or shortly after and it will cancel the recovery of 4b+c.
If that makes sense…
Also make sure you hit 236cc, not 236c… I think I put that in the combo list, but I might have messed that up, better go back and check/ninja edit
EDIT: yeah I totally forgot a really obvious step in the combo. the actual combo is
4b+c, 236cc, 3d9, j.c, [9d9, jc]x2, 236bbbb
yea i figured that I would need 236cc to cancel out of the grab. thanks for the help.
when you’re blocking a combo string, i find it’s overall more beneficial to do a 5B instead of 2A. It is nearly as fast as 2A and does not prorate your combo nearly as badly. At least when I play, its blocking, see a small opening in their string, 5b, 3C (all 3 hits) drive loop, yaey! If you don’t think you’re going to get the 3rd hit of the 3C, you can do a forward drive +B cancel right before the 3rd swing to mix up, hit 5B, 3C (all 3 hits) and drive loop on the other side instead.
as for the back throw, you don’t have to release the 236c, right away; you can charge it a bit before they are able to tech out of it. it takes some timing practice, but it makes for a slightly harder hitting combo. You know you’ve put in the 236C in correctly if taokaka doesn’t do her victory arm-in-the-air pose after the throw and instead starts winding up her paw for 236C.
Question on this combo:
4b+c, 236cc, 3d9, j.c, [9d9, jc]x2, 236bbbb
Is there a certain timing after 3d9,j.c?
i dun seem to be able to connect, [9d9, jc]x2
most of the time after pressing 9d9, tao will dash diagonally up and when i press c tao will do drive c cancel instead of slashing.
ended up doing [9d9,jc,jc] to try to slash after tao does drive c cancel.
what am i doing wrong here?
The timing is pretty open, you should not have a problem messing around until you get it.
Also, the jump cancels are not really “cancels”, they’re sort of automatic when holding 9 throughout the whole combo.
It’s also j.c, then 9d
For the sake of being accurate, do:
4b+c , 236cc, 2d~9, [j.c 9d~9] x2, 236bbbb
Practice on Ragna or Tao or Arakune or something, make sure it’s not Jin or Noel or any of them, it gets slightly tighter timing/etc.
Hope that helps.
I’m thinking about switching my main from Tao to somebody else. She just doesn’t have the reach that I want her to have. I can’t seem to do shit after a block string. I just sit there and wait for another one, or I use any move and get stuffed damn near every time. My drive loops only work like 40% of the time. Sometimes they go down, sometimes they go up, sometimes they come out late and I just don’t land the combo and fuck myself. I really really like Tao but I just can’t seem to get her basic shit down like setups and counters.
Ugh.
I kind of feel the same way…
It’s hard to break through sometimes. She’s got some crazy good mixups, but I struggle to apply them. You can only 5d~b through your opp so many times(and the easiest way to get damage after a pass through, 2a, puts you down to about 0 dmg,) and I never seem to land 5d~c j.c 66 5c 3c online.
And every damn move she has seems counterable.
She does have a LOT of options though, remembering them all will come with time I guess. =)
I also hate how I get so much damage off of 214214c (taunt, 236aaaa 5d)… feels so cheesy to be getting that much damage of a full screen grab super that is so easily avoided. This super saves me in a LOT of games that have gone wrong.
Welcome to playing a low tier character buddy
But seriously, I feel the same way too sometimes, then I absolutely rock someone, forcing them to burst early in the match and tie them up in combos for the rest and I remember why I started playing Tao. Its sort of like playing mahvel in a way, where you have to be mindful of so much different shit because combos are so long. Its like, if I just took the time and learned one of the top tier, I’d be winning so much more often (at least that’s what it feels like. In reality I’d probably still suck hehe)
I would honestly consider (though don’t tell the other people, as apparently everyone wants to be the beautiful unique snowflake) Tao one of the hardest characters in the game to play effectively. Right up their with Rachel and probably Arakune, though I would argue higher as she does far less damage than both of them.
One thing I like about Tao is that when you win, you know you outplayed the opponent, didn’t just cheese them to death or something.
Anyway, clearly we need a Tao support group.
yeah, its true that it prorates really badly. However 2a will actually go beneath some shit like her crawl I believe, and it has more range than 5b. So if you didn’t manage to get right up against them, you can still start a drive combo. I’m also pretty sure 5b pushes them back a little farther, so I can see plenty of reasons why you’d use 2a over 5b. The pro tier players must know something… although they can also do taunt combos fairly reliably so yeah, they probably don’t really need to worry about damage so much as flow of the match.
This isn’t true at all (at least I can’t find evidence of it). Charged 236c doesn’t actually do any extra damage or help proration. As evidenced on http://s1.zetaboards.com/blazblue/pages/taokaka_data/ it just increases hitstun, and increases the time that its untechable. That doesn’t really affect the drive loop combo though, as we don’t really care about it being untechable, since we’re going directly into our drive loop. We could possibly do another move with the increase in untechable frames though? Not sure… maybe someone would have a use for it.
So I’m not the only one?
That helps a little…sad part is that Tao is the only reason why I bought this game…if I can’t make her work, I’ll stop playing.