RinHara5aki Posted July 17, 2009 Posted July 17, 2009 BlazBlue: Taokaka ADVANCED Combo's (TaoFTW) http://www.youtube.com/watch?v=pMrqEzK23S0 Hopefully this will help you guy's out. Shout out's to our Moderator.
Final_Round Posted July 17, 2009 Posted July 17, 2009 BlazBlue: Taokaka ADVANCED Combo's (TaoFTW) http://www.youtube.com/watch?v=pMrqEzK23S0 Hopefully this will help you guy's out. Shout out's to our Moderator. Man, iam screaming over here.... forget shout outs ... IAM SCREAMING ... AWESOME JOB TOTALLY AWESOME...... TAOKAKAFTW FOR SHOUT OUTS TO YOU FOR ALL THE HARD WORK ..... RINHAR5AKI YOU ALSO .... MAD PROPS... nOW... What can we expect to see from the expert field ... @_____@ can't even imagine ... but i know i will love it absolutely love it ... zomg.... it' was soo awesome... did i say awesome enough.. everything about that video.
Botsu Posted July 17, 2009 Posted July 17, 2009 Thanks a lot Rin/Tao. I'll be seeing you guys next week =P I really appreciate the time and effort you guys put into it. My Tao is going to be so scrubby in comparison @_@ Also btw, where are the combo's listed on the forums?
alucard19 Posted July 17, 2009 Posted July 17, 2009 Checkout the video thread for a new combo videos.
B.Z.B Posted July 17, 2009 Posted July 17, 2009 I'd be interested to see more CH combos. Like air to air if you get a CH back j.C I didn't know I had high dmg combo options off it. Or combos off of AA 2.D CH etc. I can learn these combos all day, but if I get some random hit like those in i'd like to know what I could do off of it... like specific X instance combos, mostly AA, that would generally come up in a match. Hopefully that made sense haha.
Konton Posted July 18, 2009 Posted July 18, 2009 I've come to the conclusion that the drive loop is impossible. I'm a noob, and this is one learning curve I can't seem to get through.
Sileh Posted July 18, 2009 Posted July 18, 2009 I've come to the conclusion that the drive loop is impossible. I'm a noob, and this is one learning curve I can't seem to get through. Don't know exactly what combo you're on but you'll get it. Be warned that if you do get the combo, another challenge will replace it. Hint: j.2d~b timing in combos for me is still a biotch. Best of luck.
Shiri Posted July 18, 2009 Posted July 18, 2009 The problem I have with it is that they end up above me and my C goes under them and whiffs. That or, while attempting not to drive-cancel D with the C, I wait too long and they tech. If I ever -do- get to the top I can't go from holding 9 to 236 quickly enough and they tech through the cat spirit. Ugh.
Botsu Posted July 18, 2009 Posted July 18, 2009 If its the throw, remember you only get 2 loops. It also depends on the character. Take a look at the character size thread for how many loops you can get on each. You have to use different combos for different characters. Also, remember you can buffer things ahead of time (Namely 236BB) These are the main combos I use: 3C, D~6, (J.C, D~6) x3, J.A, J.C, 8D, IAD, J.C, 236BBBB on Ragna, Arakune, Bang, Tager, Hakumen, Litchi, and Nu. 3C, D~6, J.C, 236B, 2D~B, 5C, 2D~8, (J.C, 9D~9) x 2, 236BB, 236BBBB on the rest of the cast. (Except Carl -_- 4B+C, 236BB, 2D~9, (J.C, 9D~9) x 2, 236BB, 236BBBB on everyone but Carl again. Taunt combos: For the great wakes I almost always use: (Starter here) 6A, 2D~B, Taunt, 214D, 2D~B, 5C, 2D~9, J.C, 9D~9, 236BB, J.C, 9D~9, 236BBBB. If I'm struggling to close the gap to land 3C combos on the smaller characters I resort to starter's into 236A x N, into D~(B or A) mixups. 9D~B, J.C is also a really handy cross-up.
SkatanMilla Posted July 18, 2009 Posted July 18, 2009 Midscreen/corner combo on all except Carl: 5B, 3C, D-B, 5C, 236A, 2D-6, j.C, 8D-6, j.C, 8D-6, 236BB, 236BBBB (3683)
bajisci Posted July 20, 2009 Posted July 20, 2009 2d -> (5d~6 -> j.c) x4 -> 5d~6 -> j.a-> j.c ->9d~9 -> 9d~9 > 236bbb (4500) on arakune is a rape combo that should be added. u can grab instead of the 236bb and people wont expect it because ull be above the screen! also idk how many times u can 236b or if u can 236bbbb -> 236bbbb as i wasnt able to pull it off but im not amazing so i could be fucking up. In addition, it works so well on arakune because they are so jump happy with their gay curse shit.
Villainous Posted July 20, 2009 Posted July 20, 2009 Alright when doing a taunt combo, I see in this section it has j.2D~b Taunt. I've been using j.5D~b taunt with excellent success and it's MUCH easier. Why is j2D preferred? Can I get by with just subbing in j5D?
Class Real Posted July 20, 2009 Posted July 20, 2009 Question, I see 5d~6 a lot, but it seems like just doing 6d achieves the same effect. Is there an advantage to 5d~6 over plain 6d?
Sileh Posted July 20, 2009 Posted July 20, 2009 Alright when doing a taunt combo, I see in this section it has j.2D~b Taunt. I've been using j.5D~b taunt with excellent success and it's MUCH easier. Why is j2D preferred? Can I get by with just subbing in j5D? By just visualizing what you said, there is a difference between the two. The j.2d~b knocks the opponent back a short distance and has a slightly different arc iirc. The j.5d~b seems to make the opponent fly back farther laterally and has less arc, also it might take longer for Tao to land with this one. Again, I'm not playing right now so I'll have to give you an edit later with some tests. Briefly, use what works. If you can sub in another move that's great since you will be improvising in matches anyways. Train with both methods, and you might find yourself using the one cancel in certain situations. Best of luck. Question, I see 5d~6 a lot, but it seems like just doing 6d achieves the same effect. Is there an advantage to 5d~6 over plain 6d? The notation for performing combos has to be looked at very closely to understand it. For example: a 6d is the exact same thing as 5d. Why? Because in order to achieve a ~6 you need to hold forward as Tao hits the opponent. I guarantee if you hit the opponent with a 6D without holding forward, the ~6 effect will not activate. In short, 5d~6 and 6d do not accomplish the same effect. However, if you are like me you will hold 6D down throughout the entire 5D, making the move a 6d~6. The notation just doesn't put it like that because, well, that would be redundant
MacArthur Blunts Posted July 20, 2009 Posted July 20, 2009 Alright when doing a taunt combo, I see in this section it has j.2D~b Taunt. I've been using j.5D~b taunt with excellent success and it's MUCH easier. Why is j2D preferred? Can I get by with just subbing in j5D? j.2D does more damage. I think it does 600 when j.5D just does 560 or 550 or something. Also, everyone learn the BnB's from the combo video. They are fun as hell.
Konton Posted July 21, 2009 Posted July 21, 2009 Question. When it says to do a 3C, should I let all three hits come out? Or should I cancel into the next move out of the first? And when it says to cancel out of drive with b, I should be canceling after the drive hits right?
Final_Round Posted July 21, 2009 Posted July 21, 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. There has to be a easier way of doing this like a more practical way.... i have found instead of doing super jump 236 bb.. which is 28 really fast you can just do 12369b it she will instantly super jump and you will get the cat spirit two off really easy... so i wonder there's anything else similar to this with her d~b taunt combos
Villainous Posted July 21, 2009 Posted July 21, 2009 j.2D does more damage. I think it does 600 when j.5D just does 560 or 550 or something. Also, everyone learn the BnB's from the combo video. They are fun as hell. So basically I have the choice of sacrificing 40-50 damage for a MUCH more consistent combo? Hellllllll yes. So basically it goes Hardest, Most reward: 6A j2D~b taunt 236C to easiest: 6A j5D~b taunt 236A. I opt for 5D 236C usually. I feel good, I pulled off a bunch of taunt combos in a real match vs a GOOD arakune player. They're really not that hard with a little practice.
.otter. Posted July 21, 2009 Posted July 21, 2009 Yeah. The only hard part is that it seems like eternity before you can hit B to cancel. I used to do 5D~B by accident all the time, but now that 2D~B is burned into my mind I'm just gonna go with it.
MacArthur Blunts Posted July 21, 2009 Posted July 21, 2009 Villianous WHERE IS YOUR SLAYER SPIRIT?! EASY COMBO FOR LESS DAMAGE? NOOO!!!! But yeah some characters you have to do 5D~B or find another way to get your 3500+ damage and knockdown. Like arakune, carl as well... little bastard... Guys I LOVE 5B->6A->236A->D~6->j.D~B->j.2D~B->5C into whatever for the character. It's so good.. j.2D~B taunt->236C isn't that hard once you get the rhythm down. I was doing sick stuff against v-13 last night...
Nbr44 Posted July 21, 2009 Posted July 21, 2009 I still can't correctly pull out a correct j.2D~B. I either don't push B ( ) or push it too soon so my drive doesn't land. Because of this, I can't try any taunt combo so I can't progress... I need to find the right timing when I try to drive cancel in melee, when attacking from a distance it's really much easier.
yukichi Posted July 21, 2009 Posted July 21, 2009 You have to delay the b quite a bit. Maybe not a full second, but almost. If I had a better way to record video I would upload hand movements for the timing, but my phone doesn't cut it. Pretty much you want to drive cancel as you hit to opponent, though I personally rely on timing instead of visual confirmation and reaction.
.otter. Posted July 21, 2009 Posted July 21, 2009 j.2D~B taunt->236C isn't that hard once you get the rhythm down. The problem with this is that its techable unless its the beggining of your combo. You can do 5B, 2A, 2D~B, taunt 236CC, Add a jump-in 5C to the beggining and now the combo doesn't work on a lot of characters.
Final_Round Posted July 21, 2009 Posted July 21, 2009 i really need to get down some of her combos more... but iam taking it a step at a time... writing down and mastering the basic's first ..then getting it down perfectly. SO iam not so hurry up to get her taunt combos... i need to know her threw and threw first before i start working on advance combos... at least that's what i think is the most practical
Recommended Posts