tolore Posted July 10, 2009 Posted July 10, 2009 yeah i'm hoping actually practicing the right thing will do the trick, I did kinda figure out the height i need to actually hit them with the 2d(in that i know it but can't hit it consistently yet). The b cancelling tip will probably be pretty helpful since i wasn't even trying to be cancel it yesterday at all so i have no intuition whatsoever as to where it should be.
alucard19 Posted July 10, 2009 Posted July 10, 2009 u have to cancel B later then u think. If you're just passing them, that means you should try to cancel B later. It's going to take a while to get it down.Just keep trying. Take a break once in a while and try again.
Whisperwind Posted July 10, 2009 Posted July 10, 2009 Umm umm, I'll try to contribute! I found this combo yesterday. 6c -> 236aaaaaaaa -> 5d -> j.b+c -> 2a (Carl, Arakune) 4.3k, 2.9k if throw is teched 6c -> 236aaaaaaaaaa -> 5d -> j.b+c -> 2a (Rachel, Hakumen) 4.6k, 3.2k if throw is teched 6c -> 236aaaaaaaaaaaa -> 5d -> j.b+c -> 2a (everyone else) 4.8k, 3.5k if throw is teched You and the opponent have to be at the very edge of the screen after the 6c to get the most hits out of Cat Spirit One.
RedTao Posted July 11, 2009 Posted July 11, 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). On the special edition DVD, one of the combos they show is a real simple pounce super -> taunt (1 hit) -> pounce super again for a total of 5953 damage. You input the taunt as they fall. It's not quite a Gigantic Emerald Tager Buster and it takes 100% heat, but it's fun to toss in as a gimmick every once and awhile.
Azk02 Posted July 12, 2009 Posted July 12, 2009 Man the taunt combos are tough. I'm probably not timing it right since I'm either too low or too high sometimes completely missing them. Once in a while I can pull off the first few parts (Only practicing up to the taunt portion of the combos). Though when you taunt, do you let both of the hits connect or only the first one? When I am able to do it, the first one connects but then the other character is too high for the second to hit. If i'm supposed to let both hits of the taunt connect, then I need more practice with my timing. (Off to watch some videos)
Isorropia Posted July 12, 2009 Posted July 12, 2009 Only the first hit of the taunt connects, then you cancel it into 236cc or 214d or whatever your followup combo starts with.
Azk02 Posted July 12, 2009 Posted July 12, 2009 Ah I see, Thanks. Probably wont be able to use it in a match yet but its good to know.
Sileh Posted July 12, 2009 Posted July 12, 2009 Thanks Taoftw for converting the combos into number notation. It's a lot easier to read than having to decipher arrows
R∀zor Posted July 12, 2009 Posted July 12, 2009 Yeah, i'm still on the taunt portion of the taunt combo's kinda waiting on grinding those until I get my stick. Its definatly only 1 of the taunt hits followed by a cancel though, as impossible as the combo is, and I don't know who discovered it and how, that would make it much worse.
Isorropia Posted July 13, 2009 Posted July 13, 2009 On some characters, like hakumen, when I'm practicing the taunt combo, I've found that 5b > 6A (1) > j.5d~b > taunt driving through them rather than down, lets both taunts hit. But then I haven't managed to follow it up from there.
bajisci Posted July 13, 2009 Posted July 13, 2009 b+c -> j.4d -> (j.c -> j.d~6) x 3 -> j.a -> j.c -> j.c -> j.236bbbb that doesn't work on tager, idk about anyone else, when tao normal throws tager she has to go to his tall head resulting in her being higher at the end of the throw making the dive to the ground with j.4d longer so it doesnt connect. kinda interesting.
SkatanMilla Posted July 15, 2009 Posted July 15, 2009 Carl specific: 5B, 3C, D-6, j.C, 236B, D-B, 5B, 5C, 2D, airdash, j.C, dj, j.C, 236BBBB (3384) All but Carl: 6C, D-B, taunt, 214214C, taunt, 214214C, taunt (6047) Last taunt doesn't do any damage, but since it's possible and forces them to airtech I put it there anyway. The use I thought this combos would have would be against players that burts really late in combos when they have close to no health left, since it goes into super so early it can finish them off before the burst. Not sure if this one was posted so might as well throw it in: All but Carl Corner: B+C, 4A-A, taunt, 236A, 2D-6, j.C, 8D-6, 236BB, j.C, 8D-6, 236BBBB (3039) Corner: B+C, 4A-A, taunt, 236A, 2D-6, j.C, 8D-6, j.C, 8D-6, 236BB, 236BBBB (3125)
RageBot Posted July 15, 2009 Posted July 15, 2009 If I go for an air throw after a regular air combo, can I continue the combo after it like a regular Tao "after air throw" combo?
.otter. Posted July 15, 2009 Posted July 15, 2009 If I go for an air throw after a regular air combo, can I continue the combo after it like a regular Tao "after air throw" combo? No. The combo would be so long that the histun would become smaller and smaller until the opponent can tech between hits. You might get a few hits in after the throw, depends what you did beforehand.
Class Real Posted July 16, 2009 Posted July 16, 2009 Any advice for hitting the j.236bb -> j.236bbbb part after the drives? I just started working on combos a few days ago and now I can almost always get to the point where I need to do it, but I always end up either just doing j.236bbbb alone, or attempting j.236bb -> j.236bbbb but them falling too fast to connect after j.236bb
Sileh Posted July 16, 2009 Posted July 16, 2009 Hey Class Real, Was in the same boat as you just about 20 mins ago. The key to hitting the opponent after the initial j.236bb is to delay the initial j.236bb for a second. The j.236bbbb will baaaaarely hit the opponent so timing is a little weird. Best of luck.
bajisci Posted July 16, 2009 Posted July 16, 2009 If I go for an air throw after a regular air combo, can I continue the combo after it like a regular Tao "after air throw" combo? no due to what otter said, but if u do land a grab after a combo i recommend doing her air throw chain grab, works WONDERS online, i 0-deathed a guy by doing 6c> drive loop > air grab> chain grab. best replay ever. Obviously it won't work on anyone that is competent. If you don't know how its, j.b+c > 214d > 44 (backwards airdash in the air) > j.b+c> repeat. Doesn't work on rachel idk about anyone else Also for "6c -> 66 Taunt -> 236cc" is it worth it to do the taunt before the drive loop? i cant get the 236cc to land for the life of me.
Sileh Posted July 16, 2009 Posted July 16, 2009 Alright some help would be appreciated. Been trying this one: 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) Right at the j.2D~b what is happening there? Am I hitting the opponent then bouncing through them with the B cancel? I'm thinking yes, but I have been wrong before:psyduck:
ShakunohaChaos Posted July 16, 2009 Posted July 16, 2009 Alright some help would be appreciated. Been trying this one: 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) Right at the j.2D~b what is happening there? Am I hitting the opponent then bouncing through them with the B cancel? I'm thinking yes, but I have been wrong before:psyduck: yes you have to hit them and go though them
Villainous Posted July 16, 2009 Posted July 16, 2009 I found a pretty ridiculous combo that did 100% on someone in danger (not that doing 100% in danger is impressive but here goes) 5B 5C 236236B 5B dash Taunt 5B dash Taunt 236236D Dunno if that was known but I thought it was pretty funny being able to use both supers and 2 taunts in a combo. It does 75% or so non-danger.
.otter. Posted July 16, 2009 Posted July 16, 2009 Also for "6c -> 66 Taunt -> 236cc" is it worth it to do the taunt before the drive loop? i cant get the 236cc to land for the life of me. I have trouble with taunt, 236cc in any combo. Maybe its a counter hit thing. It is worth it to taunt before a drive loop, but I just do 236aa insead.
LunaTech Posted July 16, 2009 Posted July 16, 2009 I have trouble with taunt, 236cc in any combo. Maybe its a counter hit thing. It is worth it to taunt before a drive loop, but I just do 236aa insead. You have to be careful not to charge your 236cc. If you do it'll mess it up a bit. Also, I think its a bit harder to land the 236cc with the taunt before hand. (It's always worth it to taunt )
bajisci Posted July 17, 2009 Posted July 17, 2009 i just got a stick and am continuing my taunt combo training, what do you guys with sticks have taunt mapped to? Ive tried it in both top right (l1 on ps3 sticks) and bottom left (circle on ps3 sticks) and used my pinky and thumb respectively, but it was akward.
Renz Posted July 17, 2009 Posted July 17, 2009 I have trouble with taunt, 236cc in any combo. Maybe its a counter hit thing. It is worth it to taunt before a drive loop, but I just do 236aa insead. It's not that you're charging the 236cc too much, because I sorta doubt you're having that issue. The problem is probably that you're not canceling your taunt soon enough.
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