Ronove Posted October 28, 2009 Posted October 28, 2009 Against Jin and small hitbox characters you can use the usual BnBs: - 5b > 3c > 5d~6 > j.C > 236b > 2d~b > 5b (or 5c) > vertical drive loop route of your choice. I think it's the easiest one to learn once you got the timing for the j.C > 236b > 2d~b bit. The j.C > 236b is actually stupid easy, just think of the classic 2-in-1 motions that you do in Street Fighter, you basically input C when the stick is on 2 then go 3-> 6 and input B. The 2d~b takes a little more practice but it's about learning and muscle memory. - 5b > 3c > 5d~b(hit) > 5b (or 5c > 236a) > vertical drive loop of choice. I think this one is a little harder (but still not hard overall) for the plain reason that the timing for the ~b cancel here depends on the distance you have from the opponent when hitting them with 5b > 3c string. Still, you can try to time the ~b cancel using the scratches animation (on the opponent) as hint on when to quickly input b. But you can't really rely on that when using this combo online. - 5b > 3c > 5d~6 > 2d~b > 5b (or again 5c or whatever OTG string you prefer to use) > vertical drive loop of your choice. This deals more damage then the previous one and overall I think the timing of the 2d~b is easier to pull off.
canned.air Posted October 28, 2009 Posted October 28, 2009 Wonder what I should be using against Rachels, Noels, and Jins. So far I'm leaning towards this one 3C, 6D~6, 2D~B, B, 2D~9 (loop) i use 3c 6d~b(no hit) 5b 5c 2d 6d~6 j.a j.a 9d~9 j.c 9d~9 236bb 236bbbb. i'd use j.a j.c instead but my timing sucks. it's not the most damaging combo in the world but the timing is fairly forgiving for online purposes...and you've played long enough to know where to put in the subtle little changes. in fact, i used this on you a few days ago 'cause i started getting tired of whiffing my other more damaging combos. i normally use the 3C, 5D~B[no hit], B, C, 2D~9 yak yak yak combo on everyone but carl, but i've been whiffing it a lot lately.
Cakehh Posted October 29, 2009 Posted October 29, 2009 hey, I was wondering if someone could help me figure out why I can't seem to get this one taunt combo guaranteed. 6c -> 66 Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb The combo goes black when I hit with the 236cc after the taunt. Anyone else have trouble with this? It only works on counterhit, otherwise the 236cc whiffs. And even then, you have to be pretty quick to get it to hit.
DanKC Posted October 29, 2009 Posted October 29, 2009 It only works on counterhit, otherwise the 236cc whiffs. And even then, you have to be pretty quick to get it to hit. Oh ok, thanks for clearing that up.
lurch_E_bean Posted October 29, 2009 Posted October 29, 2009 hey, I was wondering if someone could help me figure out why I can't seem to get this one taunt combo guaranteed. 6c -> 66 Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb The combo goes black when I hit with the 236cc after the taunt. Anyone else have trouble with this? I don't know if this is the problem, but one thing I noticed while learning taunt -> 236cc combos is that you cannot double tap c before Tao is done with the 236c start-up animation. If you do, she'll do a small wind up like you're charging c and the combo will black beat or your opponent will tech out. Just do 236c and don't touch any buttons until Tao starts the downward swing of CS3.
Cakehh Posted October 29, 2009 Posted October 29, 2009 I don't know if this is the problem, but one thing I noticed while learning taunt -> 236cc combos is that you cannot double tap c before Tao is done with the 236c start-up animation. If you do, she'll do a small wind up like you're charging c and the combo will black beat or your opponent will tech out. Just do 236c and don't touch any buttons until Tao starts the downward swing of CS3. WOW. That's really cool, i didn't know that combo even worked without CH. That's kind of a stupid mechanic though, if you can just do another one after it vs mashing C to do another one. Sorry for the misinformation on that combo, DanKC, it appears you're perfectly fine doing it without CH. Maybe TaoFTW should put this as a note for it in the first post? I think it would be useful, I totally thought it just didn't work without CH.
DanKC Posted October 29, 2009 Posted October 29, 2009 WOW. That's really cool, i didn't know that combo even worked without CH. That's kind of a stupid mechanic though, if you can just do another one after it vs mashing C to do another one. Sorry for the misinformation on that combo, DanKC, it appears you're perfectly fine doing it without CH. Maybe TaoFTW should put this as a note for it in the first post? I think it would be useful, I totally thought it just didn't work without CH. No worries about the misinformation But did you actually get this guaranteed in training? Because the combo for me still goes black once the 236cc hits, but I could be inputting it too slowly.
Cakehh Posted October 29, 2009 Posted October 29, 2009 No worries about the misinformation But did you actually get this guaranteed in training? Because the combo for me still goes black once the 236cc hits, but I could be inputting it too slowly. I got it in training mode a couple times, its just a ridiculously hard thing to do. Like the advice previously given, input 236 and press C only once, then once that comes out press C again. It's really hard to do though, so i wouldn't blame you for taking a while trying to perfect it.
DanKC Posted October 29, 2009 Posted October 29, 2009 I got it in training mode a couple times, its just a ridiculously hard thing to do. Like the advice previously given, input 236 and press C only once, then once that comes out press C again. It's really hard to do though, so i wouldn't blame you for taking a while trying to perfect it. Ok, thanks for the help
Nubsta Posted November 4, 2009 Posted November 4, 2009 Not sure if this combo has been found already, but I found an interesting combo to do, if you unexpectedly hit with a 6C and attempt a 236a to keep a semi-block string. 6c > 236a(whiff)a > 5d~6 > j.c > j.236b > j.2d~b > taunt > 236aa > 2d~9 > j.c > JC > j.c > JC > j.c > 236bbbbb (4088) Things to note about this are: -The 5d after the first 236a(hit) MUST come out immediately to avoid a later, mid-combo tech. -The 2d after the second hit of 236a must be slightly delayed in order to hit with the j.c directly after (strict timing). -This combo does NOT work in the corner (too high after j.2d~b to land a taunt punch if heading into the corner, and the first 236a will hit causing an early tech if already in the corner) -This was done against Nu, so it probably requires some modifications against the smaller hit box characters. Obviously, you could probably do her drive cancel loops instead of j.c's, but a normal drive loop ([9d~9 > j.c] x n) will be tech-able after the second 9d (whiffing the second j.c). Seeing as I can barely do j.2d~b, I can't do Drive Cancel Loops for the life of me, so I don't know if this will actually allow a DCL.
RinHara5aki Posted November 4, 2009 Posted November 4, 2009 Not sure if this combo has been found already, but I found an interesting combo to do, if you unexpectedly hit with a 6C and attempt a 236a to keep a semi-block string. 6c > 236a(whiff)a > 5d~6 > j.c > j.236b > j.2d~b > taunt > 236aa > 2d~9 > j.c > JC > j.c > JC > j.c > 236bbbbb (4088) It probably hasn't been specifically LISTED as a combo yet, but i'm sure many people have tried it and passed it on. 6c is an extremely high risk/high reward move, 4k is almost a requirement after 6c (6c ->236cc -> 2d~9 -> bnb~) This one is tougher, but more fun :3 6c -> 66 -> taunt -> 214d -> j.3d~b -> 5c -> (2d~9 -> j.c)x2 -> 2d~9 -> 236bbb -> 126bbb~
XDest Posted November 4, 2009 Posted November 4, 2009 Actually, for 5D and 236A after a blocked 6C, somebody cannot beat it out with any regular moves. With 236A, a DP/super can beat it out, while 5D is a true blockstring off 6C. For non hit-confirm situations, it's good to have 6C combos that involve 5D and/or 236A, since those are the safest options off it if the opponent were to block it. 6C is not an unsafe move. Therefore it cannot be considered high risk in that sense, just in the sense that it's pretty slow to start off with. There are almost no times where you can react to a 6C hit in time to do a 66 taunt reliably unless you literally guess it'll hit. Although 236C is very, very possible. That's why it's the most common option, does good damage and is easy to confirm off it, as long as you're not already doing 5D/236A, expecting the opponent to block the 6C.
MacArthur Blunts Posted November 4, 2009 Posted November 4, 2009 doing 66->taunt really isn't that hard to hit confirm after 6C...
XDest Posted November 4, 2009 Posted November 4, 2009 Then I'm way too used to online, which makes anything that takes good timing to hell. Heh.
Death134dzhonor Posted November 7, 2009 Posted November 7, 2009 Here's a couple of very very situational and somewhat strict timing combos I've started to use online when possible. I've finished a few matches using them. They are situational because they use 100 meter. I don't think they have been posted or shown in a video yet, sorry if it's old news. I thought I would be able to record them by now but haven't decided on what equipment to pick up. 1. 5b -> 6a x1 -> JC -> j.5d~b -> Taunt -> 236236b -> Taunt(2 hits) 236c -> 236236d (4.2k-4.4 damage) (6.3k-6.7 on Bursted opponent) 2. [More stable close to the corner] 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236236b -> Taunt(2 hits) 236c -> 236236d (4.6k-4.8 damage) (7.1k-7.4 on Bursted opponent) 3. [On Tager] close 6c -> 4d~b -> Taunt -> 236236b -> Taunt(2 hits) 236c -> 236236d (5.1k-5.4 damage after a CH 5c) The damage changes depend on how close you end the combo to the corner. Closer to the corner, more damage it does. Landing the Taunt after ABT is easier in/near the corner. You will also have a few seconds left in ABT mode after the combo. I think I've been able to land them because people expect Tao's combos to take to the air for the "long" drive loop part. I finished off a couple of opponents that still had burst remaining using combo #1. I landed #2 on an over confindent Nu that bursted early, insane damage.
RinHara5aki Posted November 9, 2009 Posted November 9, 2009 Recently picked on a strange Ara combo, really not sure if its been found yet. Strangely damaging too. 2d~a(CH) -> 6c (Small charge) -> 6c -> 6c -> 6c -> 6c -> 6c -> 214214C Still not sure if you can do 214214c -> taunt -> 214214c yet. You tell me. Fool around with it, its actually a great anti air for Ara, except it HAS to be CH, so its pretty situational.
XDest Posted November 9, 2009 Posted November 9, 2009 A regular CH 2D combo can do 4700 meterless though...
RinHara5aki Posted November 9, 2009 Posted November 9, 2009 A regular CH 2D combo can do 4700 meterless though... Just a combo man, not highest damage potential. 2d~5(CH) -> 5d~6 -loop loop into whatever is already known widely... Just exploiting CH's and potentials :/
farranpoison Posted November 11, 2009 Posted November 11, 2009 Just wondering if anyone else saw this, but on the combos page in the 5b > 3c drive loop combos, it says that the three drive loops are only applicable to blah, blah, blah, Jin, but it also says that you only can do two loops on Jin as well. Mixed messages much?
XDest Posted November 11, 2009 Posted November 11, 2009 Recently picked on a strange Ara combo, really not sure if its been found yet. Strangely damaging too. 2d~a(CH) -> 6c (Small charge) -> 6c -> 6c -> 6c -> 6c -> 6c -> 214214C Still not sure if you can do 214214c -> taunt -> 214214c yet. You tell me. Fool around with it, its actually a great anti air for Ara, except it HAS to be CH, so its pretty situational. CH 2D~A 66 taunt 236CC 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB 2D~6 [~5020] Thanks for the idea that the untechable time for a CH 2D~A was quite long. The 6C's didn't end up getting me as much damage no matter what I added to it. But going straight for a taunt gave me more damage than any other 2D combo. Wouldn't have thought about it if you didn't post the original idea, thanks. And it's probably an amazing idea vs characters you can't horizontal drive loop as much.
RinHara5aki Posted November 11, 2009 Posted November 11, 2009 CH 2D~A 66 taunt 236CC 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB 2D~6 [~5020] Thanks for the idea that the untechable time for a CH 2D~A was quite long. The 6C's didn't end up getting me as much damage no matter what I added to it. But going straight for a taunt gave me more damage than any other 2D combo. Wouldn't have thought about it if you didn't post the original idea, thanks. And it's probably an amazing idea vs characters you can't horizontal drive loop as much. Wow, whaddayaknow :P Yeah, sure enough, tried it myself, it works too.. thats a crapton of damage D: and its pretty easy to pull off, just if there's online lag and the spacing and timing of 66 -> taunt between certain distances of CH 2d~A is the only trick part of this combo... otherwise jesus 5k+ is a hell of an advantage D: Hmm.. I dont think it works on Rachel XD..
RinHara5aki Posted November 11, 2009 Posted November 11, 2009 Just wondering if anyone else saw this, but on the combos page in the 5b > 3c drive loop combos, it says that the three drive loops are only applicable to blah, blah, blah, Jin, but it also says that you only can do two loops on Jin as well. Mixed messages much? He's a two drive looper. But he can be triple drivin, I'm not really sure how that works, I'm sure xDest know's. I know 3c > 5d~6 > j.C > 5d~6 > j.C > 5d~6 > j.a > etc works... i duuno either
XDest Posted November 11, 2009 Posted November 11, 2009 Yeah, if you're going for 2 loops j.A j.A 9D~9 etc works fine. But usually if it's a 2 loop character, a drive cancel combo will get you a lot more damage. Also, what you think is 3 loops is definitely only 2. The loops are usually denoted as after the initial drive. So 3C 6D~6 j.C 6D~6 j.C 6D~6 is two. Personally, against Jin I use 3C D~B [hit] 5C 236AA 2D~9 j.C 9D~9 j.C 9D~9 .. 236BB 236BBB. Does around 3750 I believe. Most things you'll get with double drive loops cap off at around 3500. One more thing, you can get around 5000 damage by cancelling any drive into a taunt on CH. Just like j.D~B, j.2D~B and 4D~B on CH.
Ronove Posted November 11, 2009 Posted November 11, 2009 It doesn't need to be a CH for 4D~B. I've tested it and I can definetely land the same combo regardless of whether it hits on counterhit state or not.
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