farranpoison Posted November 12, 2009 Posted November 12, 2009 Ah, I see, thanks. Also how long do you have to delay to get the window for opportunity between 236bb > 236bbb? I always try it and my opponent always techs before the second wave. I think I'm doing it too slow, but when I try doing it faster, I just get 236bbbb and it won't stop. Any tips?
XDest Posted November 12, 2009 Posted November 12, 2009 Your delay is in the wrong place. It's after the final 9D~9 and before the first 236B. The time between 236BB and 236BBB should be as close to instant as you can pull off without you continuing the string.
farranpoison Posted November 12, 2009 Posted November 12, 2009 So you have to delay the first 236b? I see. Thanks for the input.
RinHara5aki Posted November 12, 2009 Posted November 12, 2009 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. Wow.. I should start taunting after a successful drive cancel now instead fo 5b... 0-0 thanks! Ah, I see, thanks. Also how long do you have to delay to get the window for opportunity between 236bb > 236bbb? I always try it and my opponent always techs before the second wave. I think I'm doing it too slow, but when I try doing it faster, I just get 236bbbb and it won't stop. Any tips? As XDest said, you have input the 236bb after 9D~9 and before 236b. I suggest practicing with 236bbb > 236bbb first, Its not foolproof on longer combo's, but trust me, online, its MUCH, MUCH easier to land. I've tried 236bb > 236bbbb alot and like you it whiff's pretty often. I rely on the easier one usually.. btw practice on Ara or Tager first, their frames are more friendly than other characters.. like carl XD.. By the way xDest, how many frames are there inbetween 236bb and 236bbbb? I just want to get a reference on if it has to be timed like a drive cancel (Like 3 frames?) or like near impossible (like the 1 frame dash 66 > 5c after a 236236d). I dont usually use 236bb > 236bbbb... D:
XDest Posted November 12, 2009 Posted November 12, 2009 No, I meant that's where the delay is. (9D~9 ... 236BB 236BBBB) the time between the 236BB and the 236BBBB should be as close to instant as possible without turning it into 236BBB. Against characters like Ragna and Nu, you should be getting it 100% of the time through this method. Arakune and Tager can be done without a delay, which is why they're so easy. Smaller characters like Jin or Rachel will need a larger delay to make it work. You'll end up only getting three hits to end off with instead of four. Pretty much, the bigger the hitbox, the less you need to delay at that time. 236BB 236BBBB isn't hard, people just misunderstand where the delay is that makes it work.
PlasticChicken Posted November 12, 2009 Posted November 12, 2009 I use 236bb 236bbbb. Once you start getting used to the timing, you can pretty much do it without thinking. I think the real hard part is to actually get all 4 hits on the last 236bbbb consistently. On Arakune, Tager, and Haku-men, you want to do it with little/no delay on the first 236bb because it makes getting all 4 hits on the 236bbbb much easier.
OMG its a duck Posted November 19, 2009 Posted November 19, 2009 So my combo is 5B 6A JC j.2D~B Taunt 214D j.2D~B Taunt 236AA 2D~6 j.C j.8D~6 j.236BB j.C (tech/gray here) j.8D~6 j.236BBBB. And after the j.236BB between the j.C and 8D~6 the dummy is teching, but when I turn aerial teching off I can do the combo, but it goes gray in the same spot, so I think it means the hitboxes are fine, but the teching thingy isn't adding up. So is this combo just impossible with the Cat Spirit 2s in the middle of the drive loop? I moved this from the FAQ thread since I figured it fit better in here.
Bachmut Posted November 19, 2009 Posted November 19, 2009 So my combo is 5B 6A JC j.2D~B Taunt 214D j.2D~B Taunt 236AA 2D~6 j.C j.8D~6 j.236BB j.C (tech/gray here) j.8D~6 j.236BBBB. And after the j.236BB between the j.C and 8D~6 the dummy is teching, but when I turn aerial teching off I can do the combo, but it goes gray in the same spot, so I think it means the hitboxes are fine, but the teching thingy isn't adding up. So is this combo just impossible with the Cat Spirit 2s in the middle of the drive loop? I moved this from the FAQ thread since I figured it fit better in here. no the combo is not possible. you can do 2D~6, j.C, j8D~6, j.C, j.8D~6, j.236BB, j.236BBBB tho.
g.Bauer Posted November 29, 2009 Posted November 29, 2009 Hello all, First time I fought a rachel I noticed my horizontal drive loops (the BnB ones) aren't working on her! The only thing I got working on a rachel was something like this: 5b -> 3c -> 5d~b[no hit] -> 5b -> 5c -> vertical drive loop. That's the only combo I've been relying on for a while besides 6c combos... So I come here to ask for help! I need more combos that work on her =( Thanks in advance o/ ps: sorry for the terrible english.
XDest Posted November 29, 2009 Posted November 29, 2009 You're on the right track. Use drive cancels on characters that cannot be looped. 3C -> 5D~B [no hit] -> 5B -> 5C -> 2D~6 -> j.C -> 9D~9 -> j.236BB -> .. -> j.C -> 9D~9 -> j.236BBBB 3C -> 5D~B [hit] -> 5B -> 2D~6 -> j.C -> 9D~9 -> j.236BB -> .. -> j.C -> 9D~9 -> j.236BBBB 3C -> 6D~6 -> 2D~B -> 5B -> 2D~6 -> j.C -> 9D~9 -> j.236BB -> .. -> j.C -> 9D~9 -> j.236BBBB 3C -> 6D~6 -> j.C -> j.236B -> j.2D~B -> 5C -> 2D~6 -> j.C -> 9D~9 -> j.C -> 9D~9 -> .. -> j.236BB -> j.236BBBB Any of those should be fine for Rachel I'm pretty sure.
g.Bauer Posted November 29, 2009 Posted November 29, 2009 Great! Thanks for answering! Another question tho, is there any good combos to use on her that start with the 5b -> 6a -> 236aa I'm still training the taunt combos whenever I go to my friend's place to play xD
XDest Posted November 29, 2009 Posted November 29, 2009 6A isn't really worth it linked unless you want to do the taunt combos. You're better off just going for a 3C combo.
g.Bauer Posted November 29, 2009 Posted November 29, 2009 I see, I see. Gotta train the taunt combos then xD Thanks again.
Ronove Posted November 29, 2009 Posted November 29, 2009 I'd suggest everyone training taunt combos more than usual since they're basically going to become Tao's standard BnB in CS. As much as her 3C combos are good and in comparison easier to pull off, we still don't know how many of them might be efficiently working in CS.
OMG its a duck Posted December 2, 2009 Posted December 2, 2009 So I was practicing taunt combos 'cause Ronove told me to, and I figured out how to do that double taunt combo ^_^ The combo should actually look more like 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> ... -> j.2d~b -> Taunt -> 236aa -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb, note the pause after the cat jump, it lets the opponent fall enough to finish the combo. Wanted to post this cause I swear I thought this combo was actually impossible, and it might help other people do this damned combo
Ronove Posted December 2, 2009 Posted December 2, 2009 Once you get the timing for the 214D > j.2D~B it actually becomes fairly easy. Just like the timing for the stick motion on the j.2D~B, it's all matter of muscle memory and training. Plus, CS will hopefully make it even easier due to the better ~B cancel, so learning how to do this in CT is going to help a lot in the transition process. However I'm questioning how viable will Tao be online in CS once the console release will be out (hopefully). Taunt combos are probably the least usable ones online (I rarely do use them) due to the fact that even the slighest hint of lag will mess the timing of the jump cancel after the 6a(1), not to mention the timing of the ~b cancel...
OMG its a duck Posted December 2, 2009 Posted December 2, 2009 It'll always depend on the connection, lag will always be Tao's mortal enemy. I personally think that it's not un-reasonable to land taunt combos 90+% of the time in a good connection, so I'm optimistic. But ya, in a laggy connection, Tao is garbage tier (says the guy with a bad connection )
XDest Posted December 3, 2009 Posted December 3, 2009 I'd suggest everyone training taunt combos more than usual since they're basically going to become Tao's standard BnB in CS. As much as her 3C combos are good and in comparison easier to pull off, we still don't know how many of them might be efficiently working in CS. I saw around a 3200 damage 3C combo in a video. Went something like 5B 3C D~B [no hit] 5B 5C j.C j.B j.C j.C 236Bx5 As usual, doing the hit version instead would probably still give you a 100 damage bonus. Now, if current 5-6 rep taunt combos are doing 3700-3800 off 5B, and a really easy 3C combo is doing 3300, then you might not have to do taunt combos to get your BnBs. Of course to maximize your damage, it's always recommended that you know them.
Pirateyoshi Posted December 3, 2009 Posted December 3, 2009 3C went into 5D~B (hit), Taunt loop in an earlier video, maybe for those who can not nail it right, 3C -> 5D~B (hit) -> Taunt -> 236CC -> Vertical -> 236BBBBB will be pretty okay damage?
Ronove Posted December 3, 2009 Posted December 3, 2009 What!? 5D~B > Taunt?! Has the ~B cancel become that fast in CS?
GreyFlcn Posted December 16, 2009 Posted December 16, 2009 So what's the general theory on Tao's air-to-air poke-into-combo game?
.otter. Posted December 16, 2009 Posted December 16, 2009 J.5C 236B(N) depending on height. Then J.2D~B (land) 5B 2D to relaunch. Or you could do a horizontal drive loop, but that's less fun.
Ronove Posted December 16, 2009 Posted December 16, 2009 Horizontal drive loop off an air-to-air j.C is only possible against a few characters though.
GreyFlcn Posted December 17, 2009 Posted December 17, 2009 Well one that I've seen, but I have problems pulling off is Falling.C, (maybe land then jump), JumpCancel.C, JumpCancel.C, JumpCancel.C, 236BB (And your choice of BB, j.2D, Grab) Also saw one guy have some success with j.A, j.C, (vertical loop) One that weirded me out though was that this guy was able to do something like this with air-to-ground: 2D~B, j.236B, 5B, 2D~5, 6D~6, j.A, 9D~9, j.C, 214BB _ Actually, considering how critical jumpcancels are going to be to Tao's game in CS, Is there any specific input method trick make jump cancel combos easier?
Phagthas Posted December 24, 2009 Posted December 24, 2009 Sup guys, didn't know where else to post this so if its in the wrong section my bad. Anywho, i'm havin some trouble with a particular combo figured i'd ask for some help. So far I can do 5b-2b-5c-j.5c-j.5b-5b-j.5c-j.5b-5b-j.5c-j.5b-5b Then at this point I start to get pretty far so I do 2b. Now, someone told me you can do a 5c after 2b and start the loop again, but unless thats black beated I have no idea how to get that 5c to hit, the comp just blocks it. So anyone know some super secret trick to this or was that person mistaken in that you can 2b-5c to start the loop again? Appreciate the help in advance.
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