TaoFTW Posted June 9, 2009 Posted June 9, 2009 If you are scrounging to do efficient Taokaka bnb combos; if you have any concerns about what combos work on certain characters; if you're looking for a place to upgrade your Tao, then you've come to the right place! This thread is dedicated to showing all the up-to-date combos and BnB with Tao. There's still some combos that haven't been to experiment on yet. So if you can contribute - in any way possible - then feel free to add your two cents. Send me a PM or a video! I'm always open to wielding a more beastly Tao - and I'm sure you are too! Taokaka BnB links Taokaka's Damage Proration Guide Taokaka Frame Data Taokaka Revolver Chart FYI, Tao can cancel any of her drives by pressing the A, B, or C button: - A will cause her to stop in midair, - B will cause her to travel through her opponents, - And the C will cause her to jump. - You can also cancel your drives by holding forward (6) as you hit your opponent These are essential to learning Tao's most fundamental damaging BnB - so learn it! Taokaka Mix-up Standing Normals: 2a: Low paw attack (block low only) 2b: Slide (block low only) 3c: Triple attack (3rd hit block low only) 6b: Somersault flip (block high only) 236c: Cat Spirit Three (block high only) Key: Direction based on numeral key pad 789 456 123 j.a: Jump a j.b: Jump b j.c: Jump c j.d: Jump drive ~: Indicates a drive cancel JC: Jump cancel CH: Counter Hit j: Jump* A thorough descriptions of the movelist can be found at the following, "Taokaka Guideline for Dummies" * = j.a/b/c/d implies that you're in midair while executing the move. I will input JC if you need to jump. A Combo (2a x n) -> 5b -> 5c -> (236a x n) -> d 2a -> 5b -> 2b -> 6a (2) -> (j.a -> j.c) x 3 -> j.236b 2a -> 5b > 6a -> j2d~b -> Taunt -> 214d -> j2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (2480) 2a -> 5b -> 3c -> 5d~6 -> j.c -> (j.a -> j.c) x 2 -> j.236bbb 2a -> 5b -> 3c > 5d~6 > j.c -> j236b -> j2d~b -> 5c > 2D~6 -> j.c -> 9d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (2450) 2a -> 5b -> 3c > 5d~6 -> (j.c -> j.d~6) x2 -> j.a -> j.c -> 8d -> air dash -> j.c -> j236bb -> j236bbbb (2350) 2a -> 5b -> 3c -> 5d~6 -> (j.c -> j.d~6) x2 -> 5d~a -> 8d -> 8d~6 > j236bb -> j236bbbb (2302) 2a -> 5b -> 3c -> 5d~b -> 5b -> 5c -> 2d~6 -> j.c > 8d~6 -> j236bb > j.c -> 9d~6 -> j.236bbbb (2242) B Combo Drive Loop - Only applicable to the following characters: Ragna, Jin, Tager, Arakune, Bang, Litchi, and Hakumen - Only can do two drive loops (j.c -> 5d~6): Jin, Noel, and Carl 5b -> 3c -> 5d~6 -> (j.c -> 5d~6) x3 -> j.a -> j.c -> j.c -> j.c -> j.236bbbb 5b -> 3c -> 5d~6 -> (j.c -> 5d~6) x3 -> j.a -> j.c -> 8d -> air dash j.c -> j.236bb -> j.236bbbb *5b -> 3c -> 5d~6 -> (j.c -> 5d~6) x3 -> j.d~a -> 9d -> 9d~6 -> j.236bb -> j.236bb 5b -> 3c -> 5d~6 -> (j.c -> d~6) x3 -> j.a -> j.c -> 9d -> air dash j.c -> j.236bb -> j.236bbbb (3700) If Counter Hit: 5b CH -> 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (4.1k) * = Only applicable in the corner Cat Spirit One - Only applicable to the following characters: Ragna, Bang, V-13, Litchi and Tager. - Special note: 6a doesn't work on the following crouching characters: Litchi, Jin, Rachel, and Carl. 5b -> 6a x1 -> 236a -> 5b -> 5c -> 2d -> j.d~6 -> j.c -> j.d~6 -> j.a -> j.c -> 8d~6 -> 236bb -> 8d~6 -> 236bbbb (3.2k) 5b -> 6a x1 -> 236a -> 5b -> 5c -> 2d -> j.d~a -> 8d -> 8d -> 236bbb -> 236bbb (3k: only applicable in the corner, but you get a knockdown). 5b -> 6a x1 -> 236a -> 5b -> 5c -> 2d -> j.d~6 -> j.a -> j.c -> j.c -> 8d -> 236bb -> 236bbbb (Jin exclusive) 5b -> 6a -> 236aa x n -> 2d~6 -> j.c -> 8d~6 -> j.c -> 236bb -> j.c -> 8d~6 -> 236bbb (2.8k: Applicable against everyone - except low crouching characters and Carl). 2b -> 6a x1 -> 236a -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (as far as I know, this combo is applicable against everyone) 2b -> 6a x1 -> 236a -> (5d~6 -> j.c) x 3 -> j.a -> j.c -> JC -> j.c -> JC -> j.c -> j.236b (applicable against Tager and Ragna) Cat Spirit Two - As far as I know, these combos are applicable to everyone on the cast. 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2D~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (3667) 5b -> 3c -> 5d~b -> 5b -> 5c -> 2d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbbb (3336) 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c/5b -> 2d~6 -> j.c -> j.c -> j.c -> j.236bbbb 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb (3.2k) 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.d~a -> 8d -> 8d~6 -> j.236bb -> j.236bbb 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> taunt -> 214214c (3.4k: applicable to all characters except Carl) 'B' Drive Cancel 5b -> 3c -> 5d~b -> 5b -> 5c -> 2d~6 -> j.c -> j.c -> j.c -> j.236bbbb 5b -> 3c -> 5d~b -> 5b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbbb 6b Combo 6b -> 236236d (3.2k) 6b -> RC -> 3c -> (j.c -> 5d~6) x3 -> j.a -> j.c -> 8d~6 -> 236bb -> 236bb (applicable against: Ragna, Jin, Tager, Arakune, Bang, Litchi, and Hakumen) If Counter Hit: 6b -> 5b -> 3c -> (j.c -> 5d~6) x3 -> j.a -> j.c -> 8d~6 -> 236bb -> 236bb (applicable against: Ragna, Jin, Tager, Arakune, Bang, Litchi, and Hakumen) C Combo If Counter Hit:5c CH -> 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb (4.2k) - Special note: If you initiate the j.236bb, then pay careful attention to where your hitting your opponent. If they are too high above you, then you will wiff the second wave of j.236b's. If you're in doubt, then just mash B until you fall to the ground. Even though you don't get the knockdown, you can assume that your opponent will air tech. *hint: mind games - air throw - BE CREATIVE!* If Counter Hit: 2c CH -> 6c -> 236cc -> 2d~8 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb 6c Combo - Whenever you get a 6c Counter Hit...rejoice! Some of her most damaging combos come from this move! They're easy to execute, so learn them! - 6c connects after 5b CH, 2b CH and 5c CH - quite practical. - All 6c combos will work on everyone except Carl (unless noted). 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb (4.2k) 6c -> 236cc -> 2d~6 -> j.c -> JC -> j.c -> JC -> j.a -> j.c -> j.236bbbb (3.9k) - Carl Exclusive Combo! 6c -> 236cc -> 2d~6 -> j.c -> 8d -> air dash j.c -> j.236bbbb (3.6k) - Carl Exclusive Combo! 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb (So far, works on everyone) 6c -> 66 -> 5c -> 236aaa -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb 6c -> 66 Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb Throw Combo Back Throw Combo (4b+c) 4b+c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (Doesn't work on Carl) 4b+c -> 214d -> j.2d~b -> Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.236bbbbb (Works on all characters) 4b+c -> 236236d (Unburstable) 4b+c -> 214d -> 6c -> 236236d Neutral Throw Combo b+c -> air dash j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236B b+c -> j.4d -> (j.c -> j.d~6) x 3 -> j.a -> j.c -> j.c -> j.236bbbb b+c -> air dash j.b -> j.c -> 6a x1 -> j.c -> 8d~6 -> j.c -> 8d~6 -> 236bb -> 236bbbb Air Throw Combo j.b+c -> charge 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb j.b+c -> 236c -> 5b -> 5c -> 2d~6 -> j.c -> j.c -> j.c -> j.236b j.b+c -> 5b -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb Taunt Combo - You can make fun of you opponent WHILE landing some heavy damaging combos. Granted, they are the most difficult combos to land in the game, but they're the most rewarding. - Special note: 6a doesn't work on the following crouching characters: Litchi, Jin, Rachel, and Carl. 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> Taunt -> 236a > 2d~8 -> j.d~a -> 8d~6 -> 8d~6 -> j.c -> j.236b -> j.236bbbb (3991) 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.236bbbb (3.9k: No knockdown) 5b -> 6a x1 -> JC -> j.2d~b -> Taunt > 236aa -> 2b~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbb (3464) 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.bbbb 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bbbb 5b -> 6a x1 -> JC -> j.2d~b -> Taunt > 236aa -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb (3.5k: It's one of the easiest taunt combos to land and gets you a free knockdown) *5b -> 3c -> 5d~a -> 66(ground dash) -> Taunt > 236a/236cc -> 2d -> j.d~a -> 9d -> 9d~6 -> j.236bb -> j.236bb *5b -> 3c -> 5d~a -> 66 -> Taunt > 214a -> j.2d~b -> 5c -> 2d~6 -> j.d~a -> 9d~6 -> 9d~6 -> j.236b -> j.236bbbb (4k combo; air combo portion depends on character; do j.d~a -> j.8d -> j.8D~6 -> j.236bb -> j.236bbbb for stability) * = Only applicable in the corner Source: Taokaka Combo List **I'm still looking to post all the unique JP combos available. But for the most part, these are all the important combos known to the general public.** Also, I'm in my finals right now. So I may be a little slow at updating stuff. Regardless, you will see me fervently contributing to the Tao forum as much as possible.
R∀zor Posted June 9, 2009 Posted June 9, 2009 Reserved for my combos. I had planned on making one of these, but without a way to play the game I cannot morally post combos without first testing them myself, personal code per say.
Sharkkato103 Posted June 9, 2009 Posted June 9, 2009 Man, these are some nice combos, and I can't wait to try em later this week down at Sunnyvale Golfland. Specially some of those taunt combos, they seem quite sexy.
taokaka Posted June 29, 2009 Posted June 29, 2009 Ohhh nice nice... i have been using taunt combo 3 4 and 6 online..... already have some hate mail coming in :D thanks for the combos man! keep up the good job.
Samwise I Am Posted June 30, 2009 Posted June 30, 2009 The "Taokaka Guideline for Dummies" link in the Key section currently redirects you to another copy of this post, just an fyi.
Antihippy Posted June 30, 2009 Posted June 30, 2009 Could the j. 5D ~ 6 be performed as 6D ~ 6? Also, could j. 8D ~ 6 be performed as 9 D ~ 9?
Taokakaism Posted July 2, 2009 Posted July 2, 2009 Just tested out a combo that works with my console. 6A -> JC -> j.5D~B (land) -> taunt -> 236CC -> 2D (air combo) The typical combof or this will do 3.9k damage. :D
bajisci Posted July 2, 2009 Posted July 2, 2009 i have a question, i tried 5b -> 2b -> 6a (2) -> (j.a -> j.c) x 2 > j.a > j.a> j.b+c > 236cc(charged) -> 2d~9 -> j.c -> 9d -> j.c -> 9d -> 236bbbb just a mixup i came up with for 2a -> 5b -> 2b -> 6a (2) -> (j.a -> j.c) x 3 -> j.236b for sum reason when i do it though the 9d after 2d~9 > j.c NEVER hits, the cpu ragna im trying it on always air techs but when i just air grab to the same stuff i can do it perfectly. im at a loss also "6c connects after 5b CH, 2b CH and 5c CH - quite practical." isnt 2b a typo, 2b doesnt work, do u mean 2c?
vedasisme Posted July 2, 2009 Posted July 2, 2009 What's weird about these combos and is that you can't do them like you do in Guilty Gear. If you mash A 4 times, you will definitely do A 4 times. If I do 236CCC I find I do 3 of Cat Spirit 3 even when I try to jump cancel the 2nd hit!
vengence wolf Posted July 3, 2009 Posted July 3, 2009 i noticed in one combo you have (2a x n)....what does the "x" and the "n" mean? im sorta new to this
super/noob Posted July 3, 2009 Posted July 3, 2009 i noticed in one combo you have (2a x n)....what does the "x" and the "n" mean? im sorta new to this "x" and "n" mean how many times you would press 2a it could be any amount EX: 2a x 3 would mean that you press 2a 3 times i hope that explanation wasnt too crappy
GRabbit Posted July 3, 2009 Posted July 3, 2009 I can not tell you how helpful this has been. Good shit man, thanks for all the effort.
esom Posted July 3, 2009 Posted July 3, 2009 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb (So far, works on everyone) How do you get that last 8d~6 at the end? At that point Tao has used up all her upward jumps and it just turns into a 5d.
bajisci Posted July 4, 2009 Posted July 4, 2009 b+c -> air dash j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236B for that combo can the 5c be a taunt?
Furok Posted July 4, 2009 Posted July 4, 2009 How do you get that last 8d~6 at the end? At that point Tao has used up all her upward jumps and it just turns into a 5d. im having problems landing this also. the 8d comes out, but it whiffs :/
TaoFTW Posted July 5, 2009 Author Posted July 5, 2009 How do you get that last 8d~6 at the end? At that point Tao has used up all her upward jumps and it just turns into a 5d. Sorry, my mistake. There were supposed to only be three drives. 6c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236bbb *To Be Revised/Contributed/Criticized b+c -> air dash j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.236B for that combo can the 5c be a taunt? My understanding is...yes, but don't take my word for it. I haven't tried it with a taunt. But it shouldn't be a problem. *goes off to experiment* im having problems landing this also. the 8d comes out, but it whiffs :/ Pay attention to the angle and timing of your opponent. If they are below you when you execute your drive - or if you input too slow - then you're likely going to drop your combo. Also, characters with smaller hit boxes in the air need to be taken into more consideration. Since you have a smaller target, your angle changes as well. Find out when you need to execute your drives and j.c's - if you do, then you'll land your combos more often.
ThaGuy Posted July 5, 2009 Posted July 5, 2009 I have a quick small question: Ex: 2a -> 5b -> 3c -> 5d~6 -> j.c -> (j.a -> j.c) x 2 -> j.236bbb About "(j.a -> j.c) x 2" what exactly do the brackets mean? Do I have to land first then do j.a -> j.c ?
Amarxist Posted July 6, 2009 Posted July 6, 2009 I didn't see anything on this on these forums about this, but I actually stumbled across an interesting quirk to Tao when screwing around with a friend. It started out as an accident but I went to test it later in training mode and notice there was a huge damage modifier for Tao's Distortion Drives when you combo off a taunt (and only a taunt, other attacks added and proration occured--reducing the damage, but it was still higher then normal). I'm not sure why that is but I went ahead and scrawled the numbers down tests I did on Rachel & Jin standing right next to them for the full effect. I know this may be all well and useless but I thought it was a interesting mechanic--or bug. Hexaedge 3042 5 Hits 3742 7 Hits (Off a Taunt) Hexaedge /w Almost Becoming Two 4225 10 Hits 6953 14 Hits (Off a Taunt) This one actually floored me, seeing 70% of someones Life Bar go away in a instant is fun. Brutal Kitty Fest /w Almost Becoming Two Note: I know Almost Becoming Two does nothing for this Distortion Drive but it actually made it much easier to combo into off a taunt. 2957 41 Hits 4380 45 Hits (Off a Taunt) Great guides btw, it's helped newbies like me a great deal.
ShakunohaChaos Posted July 6, 2009 Posted July 6, 2009 5b CH 6c (wall hit) 214214c its a Tao combo it does around 3.2k worth of damage How do you hit people with a taught if its not in a combo? That just sounds hard to do due to the fact that the taught has no range, but im sue there is a way to use it with good results
Amarxist Posted July 6, 2009 Posted July 6, 2009 Obviously it's not practical, but it's just interesting that it adds such a huge damage modifier. In practice, i'd be impressed if anyone can actually put it to use.
9TNine Posted July 6, 2009 Posted July 6, 2009 I have a quick small question: Ex: 2a -> 5b -> 3c -> 5d~6 -> j.c -> (j.a -> j.c) x 2 -> j.236bbb About "(j.a -> j.c) x 2" what exactly do the brackets mean? Do I have to land first then do j.a -> j.c ? It means there is no jump between the a and c. So do jump a and chain into c while still in the air, jump again a then chain into c, then mashy claw. -9
TaoFTW Posted July 6, 2009 Author Posted July 6, 2009 Obviously it's not practical, but it's just interesting that it adds such a huge damage modifier. In practice, i'd be impressed if anyone can actually put it to use. You should use tao's taunt combos - most average out to 4k+ damage without any use of meter.
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