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KM Riku

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About KM Riku

  • Rank
    Brazilian :3
  • Birthday 02/11/1993

Other Info

  • Location
    Brazil
  • PSN
    KMRikku
  1. KM Riku

    [CSE] Bowling Ball General v:3

    AB2->236CxN :3 Now seriously, I don't think Tao can do it. Her moves that have SMP are all her drives except j.8D and 236C...and since Tao doesn't have infinite jumps and ~6 cancel recovery is too long, I don't think she can land 10 SMP moves in a combo that easily without AB2 (which already fucks the combo prorate anyway)
  2. KM Riku

    [CSE] Bowling Ball General v:3

    Yeah, I found it myself how to do it later. It's a nice trick, people who know the matchup don't fall in her 2D~B/j.8D~B crossup and are already used to that, so this can be nice once in a while for a surprise, but not something to use all day. About not being mash safe, lots of her mixup aren't and that's why you make you opponent respect your pressure (which is not difficult at all with Tao)
  3. KM Riku

    [CSE] Bowling Ball General v:3

    So...anyone know how to correct Tao after a 2D~B/j.8D~B that doesn't cross-up? (like here) Usually when you 2D~B/j.8D~B, Tao changes side even if it doesn't cross-up and something like j.C doesn't hit (like pre-CS2 214D), but that guy in the video corrected Tao after the 2D~B and landed a j.C. This can create some nice mixups after jump cancelable moves since j.8D~B move Tao foward less than 2D~B (and does a quicker overhead too)
  4. KM Riku

    [CSE] Taokaka Combo Thread

    Why is it called "Tetsu ender"? lol. That stuff already existed in CS2 (there's even a CS2 combo video with it) and Tetsu wasn't even playing Tao at that time :V Anyway, I was having a hard time doing AB2 combos against Arakune after 4D~A->6C->etc cause his hitbox is really weird and you needed to delay the 6C very much (doing the "Tetsu Ender" helps). But I found a easier way to combo AB2 against Arakune after those setups: ...4D~A->6C->AB2->6C->236C->6C->HJC7->Cat2->etc It makes the combo way easier against Arakune in any AB2 setup. The problem is that some high prorated combos may not work with this (specially if you already used 236C before since it has SMP), at least it works with 2AA->5C->2C->6C->AB2->etc (crouching). I think this also helps against Tager since the timing with AB2 is different against him too, but the Arakune case is worse. Anyway, what are some good 2D CH combos? :V
  5. KM Riku

    [CSE] Bowling Ball General v:3

    After a litttle more than 3 months, my BBCSEX finally arrived (yes, Brazilian mail is that good) and yeah... -Tao coner combos are really fun and I love doing sutff like tk Cat2->j.D~A -The CA nerf isn't as bad as I thought, so far I didn't have problems at all, I hit 9 of 10 CAs -However, I HATE the j.D CH wallbounce...although I understand the nerf. If Tao still had CS2 j.D, maybe she would be able to AB2 combo after a j.D~B CH anywhere...with the wallbounce you can only do it when you are very low. -I'm having problems to AB2 Arakune...any tips?
  6. KM Riku

    [CSE] Taokaka Combo Thread

    http://www.nicovideo.jp/watch/sm17112414 The original nicovideo video with every notation + what combos are character specific (there are some, specially the midscreen throw combos). I would like to help with this, but I'm busy as hell and I just posted this because of character specific stuff (the only thing I liked about Tao CS2 is that she was way less character specific lol) ps: I already had posted the Tsujikawa 11,3k combo in page 3, but it seems that just a few people saw it lol. ps 2: Living in Brazil when you are a gamer is fucking sad, specially when the game you want is not popular here.
  7. KM Riku

    [CSE] Taokaka Combo Thread

    It's better to use j.2D~6->j.B (1 hit) in that combo instead of j.2D~6->j.C.
  8. KM Riku

    [CSE] Taokaka Combo Thread

    I said this some pages ago, you can land->6C after a j.D~A CH and combo near the coner. Tsujikawa did it in the training mode in his stream. @Rin: the only drive move that had the untechable time increased was j.2D. Actually, j.D now has less untechable time so you can't loop it against crouching characters like you could in CS2...which is a pretty annoying nerf since it's more difficult to combo after a non-CH j.D~B (funny thing that a CH j.D~B combo does less than a non-CH one) and makes the j.D~A->6C more annoying too.
  9. KM Riku

    [CSE] Taokaka Combo Thread

    According to the Tao CSE combo movie and Tao jbbs,the only characters that the combo doesn't work no matter what you do is Noel, Carl, Platinum and Lambda. The problem is that the timing against the other characters is damn annoying and I don't know if pratical at all.
  10. KM Riku

    [CSE] Taokaka Combo Thread

    The only characters that the JC->j.B->j.2B doesn't work are Noel, Carl, Platinum and Lambda. The Tao jbbs says you need to delay something vs. Jin, Tsubaki, Hazama, Ragna, Mu-12, Rachel and Makoto...but I have no idea what it is. EDIT: Oh yeah, I forgot to say, but Tsujikawa found a way to combo a j.D~A CH into AB2 or 6C->4D~A. It seems that hitting a opponent with a j.D~A CH makes them hit the wall faster and fall for more time than j.D~B CH. He did the combo while he was streamimg himself in training mode, but I forgot how the combo is exactly. @Rin: there's something I would like to know if you can test...does 2B->6A still work?
  11. KM Riku

    [CSE] Taokaka Combo Thread

    2A will not combo into 6A, maybe against crouching characters. 2A->5B->6A against crouching probably works, but in that case it would be better to: 2A->5B->6A (1hit)->5D~6->j.2D~B->JC->j.B->j.D~A->6C->*oki finisher if you are close to the coner* I think you can do the Cat2 after the JC or j.B and then bowling ball, but I'm not sure.
  12. KM Riku

    [CSE] Taokaka Combo Thread

    Well...he was in the last NSB in the beginning of the month, even in the finals (which his team won...after he defeated every player of the other team lol) And Tsujikawa videos usually are kinda rare, even in CS1 and CS2.
  13. KM Riku

    [CSE] Taokaka Combo Thread

    Tsujikawa did a 11330dmg combo with Tao in his stream: 2[C] FC->214D->Gold Burst->6C->dash->6C->6C->236C->22C->5D->j.D~A->6C->4D~A->6C->AB2->6C->7SJC->cat2->9JC->cat2->8JC->cat2->RC->Gold Burst->6C->7SJC->cat2->9JC->cat2->8JC->cat2
  14. KM Riku

    [CSE] Taokaka Combo Thread

    Like Stomoman said, there's a whiff grab there so you can cancel the Hexa-Edge 4th hit. So the notation would be like this: 2C charged FC, 6C charged, 236236B, 6C, HJC(7) j.236B, 236236D (4 hits), Throw whiff, delay 6C, 6C, HJC(7) j.236B, JC(9) j.236B, JC j.236B
  15. KM Riku

    [CSE] Taokaka Combo Thread

    You took me on the wrong way, I'm not bashing you or anything like that...I'm just saying that the original video has some pretty nice notes about every combo like what combo you should use against Char X, how to make the combo easier and etc. Then you said that you believed that the non-meter combos were pretty universal and I just showed examples how that is not true at all and that notes like thoses are important and better than just post the combos themself.
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