yukichi Posted July 30, 2009 Posted July 30, 2009 A good one to start with is 5b -> 6a (1 hit) -> j.2d~b -> taunt -> 236cc -> 2d~6 -> (j.c -> 8d~6) x2 -> j.236bbbb (don't delay the startup of Cat Spirit Two or you won't get 4 hits, and the opponent will be too high to do j.236bb -> j.236bbbb) (3938 damage) It's pretty good damage and pretty easy to pull off. Once comfortable with that one, you can try 5b -> 6a (1 hit) -> j.2d~b -> taunt -> 214d -> (delay here a little bit so the opponent is low enough to the ground) j.2d~b -> taunt -> 236a -> 2d~6 -> (j.c -> 8d~6) x2 -> j.236bb -> j.23bbbbb (3930 damage) (For this combo you really have to watch how high off the ground the opponent is during the iteration of the ground portion, if they are too high you will only be able to get 1 j.c -> 8d~6 iteration, as the second will be too low to hit the opponent. It's all about timing your delay.)
Beatrice Posted July 30, 2009 Posted July 30, 2009 I've been having issue with the timing on the j.2d~b. Mostly, I believe I"m going too fast from the 6a (1) to it. I've been steady wiffing it on Ragnya for hours. And I THINK I got it once or twice... but, if you could possibly throw some knowledge onto me on timing for that (I either wiff it or the cpu can tech out before I connect) I'd really appreciate it.
yukichi Posted July 30, 2009 Posted July 30, 2009 Even though it's horrible quality, (only way I have of recording anything is through my phone), I uploaded a video showing how much delay I use when pressing d~b for b drive cancels. http://smg.photobucket.com/albums/v205/yukichi/?action=view¤t=dbtiming.flv The sound is out of sync but you can use the sound between the presses to guage the timing needed. I press d~b 5 times then try two combos. Edit: From 6a (1 hit) you cannot start j.2d too low to the ground, and not too high, but there is quite a bit of leeway still. The biggest thing for me was the timing between j.2d and b.
Beatrice Posted July 30, 2009 Posted July 30, 2009 Awesome. I think the sound may be the best help! I'll see how it goes tonight when I get a chance to practice!
Insanity-O_o Posted July 31, 2009 Posted July 31, 2009 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) I'm having some trouble with this combo; specifically the 6a->j2d~b. I assume there's a JC in there, but is the 6a 1 hit or 2?
Ronove Posted July 31, 2009 Posted July 31, 2009 It should be 2 hits. If it's only one hit usually it's specified by indicating 6a(1).
Sileh Posted August 1, 2009 Posted August 1, 2009 I've been having issue with the timing on the j.2d~b. Mostly, I believe I"m going too fast from the 6a (1) to it. I've been steady wiffing it on Ragnya for hours. And I THINK I got it once or twice... but, if you could possibly throw some knowledge onto me on timing for that (I either wiff it or the cpu can tech out before I connect) I'd really appreciate it. Hey, just wanted to give you some encouragement. I've been trying some taunt combos for the last couple of days, so you're not alone in trying to master timing and consistency. Just trying to practice the single hardest part of 6a (1) -> JC -> j.2d~b -> taunt has been my focus. I feel like once one gets it though, it'll be like riding a bike Also: When practicing the start of the taunt combo and doing 6a (1) -> JC, just do a regular j.2D after the JC so it looks like this : 6a (1) -> JC -> j.2D. Now, note the timing of the scratch marks on the opponent. Try hitting B at the same time as when you saw the scratch marks, and if you do it right, the frames for a follow up hit should be larger. You can definitely tell the difference between a normal j.2d dash, and a j.2d canceled with B. As soon as you can get a B cancel, quickly try to throw in a taunt (which hits only once mind you,) and follow up with whatever move is next. I'm still working on getting the j.2d~b down to having a natural feeling, because a combo that is not reliable might as well not be a combo at all Edit: If anyone cares, 6 hours into training today I started getting the b cancels a lot more consistently. Honestly my problem was canceling too soon, which is really easy to do. I think we should have a calender where every dustloop member starts to get his/her j.2d~b as it is a right of passage I'm so happy
unkyrona Posted August 1, 2009 Posted August 1, 2009 Saw this one combo in a replay against Hakumen that did some nice damage by Meat_Factory on PSN: j.c > 5b > 3c > 5d~6 > 5d~6 > 5c > 2d~6 > 5d~6 > 5d~6 > 9d~6 > j.c > 9d~6 > 236bbbb Hakumen blinked out before the 236, but it was a nice combo unless i spotted something wrong, possibly which direction to buffer on the d.
RinHara5aki Posted August 1, 2009 Posted August 1, 2009 Saw this one combo in a replay against Hakumen that did some nice damage by Meat_Factory on PSN: j.c > 5b > 3c > 5d~6 > 5d~6 > 5c > 2d~6 > 5d~6 > 5d~6 > 9d~6 > j.c > 9d~6 > 236bbbb Hakumen blinked out before the 236, but it was a nice combo unless i spotted something wrong, possibly which direction to buffer on the d. o__0... is that combo even possible? It must be absolutely bucket-tons of perfectly timed A cancels on those drive combo's, how could you hit that many drives back to back? Meh, I dunno, someone's gotta though :P
unkyrona Posted August 1, 2009 Posted August 1, 2009 Yeah I wasn't sure either, he was just zipping around. The replay should still be there for download under taokaka rankings.
unkyrona Posted August 2, 2009 Posted August 2, 2009 Having trouble against opponents with: 5b CH (Optional) -> 6c -> 236CC -> 2d~9 -> j.c -> 9d -> j.c -> 9d -> 236bb -> 236bbb~ They seem to be able to blink before I land the 236CC. Would this combo work better against a wall?
Ronove Posted August 2, 2009 Posted August 2, 2009 That's happened to me as well. I think it depends on what's your distance from the opposite wall. If you're far I think it's safer to directly do a 5d~6 (following with its usual combo/routes) after the 6C... if you're are closer then I guess doing the 236CC->2d~9 route might be more convenient since the opponent shouldn't be able to recover in time.
Raidhyn Posted August 3, 2009 Posted August 3, 2009 Hey guys, I have been playing a lot of Ragna lately when i decided i wanted something more challenging and humorous so here i am! Was wondering if you guys had any advice for what to practice in concerns to learning her Drive Loops. I'm having a terrible time jump-cancelling them, during (j.c -> 5d~6) x3 bits they end up changing direction and all i can hit is a 5d~6 3D~6 before they fall to the ground. Any suggestions as to the best way to practice this in training mode? Which particular combo should i use? I can use (2a x n) -> 5b -> 5c -> (236a x n) -> d 2a -> 5b -> 2b -> 6a (2) -> (j.a -> j.c) x 3 -> j.236b With ease, but since most of the other combos involve the drive loop i really dont know where to go next lol. Any suggestions would be much appreciated.
RinHara5aki Posted August 3, 2009 Posted August 3, 2009 Hey guys, I have been playing a lot of Ragna lately when i decided i wanted something more challenging and humorous so here i am! Was wondering if you guys had any advice for what to practice in concerns to learning her Drive Loops. I'm having a terrible time jump-cancelling them, during (j.c -> 5d~6) x3 bits they end up changing direction and all i can hit is a 5d~6 3D~6 before they fall to the ground. Any suggestions as to the best way to practice this in training mode? Which particular combo should i use? I can use (2a x n) -> 5b -> 5c -> (236a x n) -> d 2a -> 5b -> 2b -> 6a (2) -> (j.a -> j.c) x 3 -> j.236b With ease, but since most of the other combos involve the drive loop i really dont know where to go next lol. Any suggestions would be much appreciated. Well first, I suggest you HOLD your direction forward for 5d~6. The wording for 5d~6 is very misleading for most beginning tao players, all you REALLY do during a basic drive loop combo is (Hold 6) j.c -> j.d -> j.c -> j.d etc etc.. You shouldn't be changing drive directions randomly then, unless you have some shakey fingers lol XD Also, check out our new thread "Taokaka Visual Combo Tutorials" on a little more hands on approach with Tao's combo's I'll be making begginner combo video in a week or so, for basic tao players. Until then, keep practicing the drive combo's, If you can get (j.a -> j.c) x 3 down, you have some of tao's game already >:3
Raidhyn Posted August 3, 2009 Posted August 3, 2009 Until then, keep practicing the drive combo's, If you can get (j.a -> j.c) x 3 down, you have some of tao's game already >:3 Yay i have some of it! I'll keep working on it, and i'll look at those videos a bit more, i know i've watched them before I just haven't compared the combo notes to them yet. Thanks for the advice / encouragement.
RinHara5aki Posted August 3, 2009 Posted August 3, 2009 Yay i have some of it! I'll keep working on it, and i'll look at those videos a bit more, i know i've watched them before I just haven't compared the combo notes to them yet. Thanks for the advice / encouragement. Np! >:3 Also, another word of advice, Tao is very matchup picky, drive loop combo's completely whiff on some characters, persay 6c -> 5d~6 -> j.c -> 5d~6 whiff's Noel completely, but if you use it on jin you can go for an all out combo. Keep trying!
Raidhyn Posted August 3, 2009 Posted August 3, 2009 Ok so I think I got it, i've been able to land the back throw into Kitty Three 2d~6 drive loop and i even managed to end it with Kitty Two for 3000+ damage which made me smile evilly. I have found that i have a tendency to mash out the j.c in order for it to hit after j.9d in the loop. Is this normal? Or should i be trying to refine the timing for it? Other than that I'm loving it so far, this is quite the challenge after playing Arakune and Ragna =)
unkyrona Posted August 3, 2009 Posted August 3, 2009 Ok so I think I got it, i've been able to land the back throw into Kitty Three 2d~6 drive loop and i even managed to end it with Kitty Two for 3000+ damage which made me smile evilly. I have found that i have a tendency to mash out the j.c in order for it to hit after j.9d in the loop. Is this normal? Or should i be trying to refine the timing for it? Other than that I'm loving it so far, this is quite the challenge after playing Arakune and Ragna =) I generally do a 3 tap so I don't miss the window. I start the tap right before she flips and generally nail the window as she's coming out of it. But that's just my playstyle.
Final_Round Posted August 3, 2009 Posted August 3, 2009 i personally think it's better to practice the execution down until you can get without pressing the buttons more twice at most( for difficult combos) because honestly your just going to confuse yourself later on, when you have to come to a combo that requires strict timing you can't always double tap. Plus, imo you really have to get down accuracy of inputs down to a science.. like down so hard that you don't have to think about it's natural that's what i have did. because in actual matches you don't really have time to double tap(especially for ch combos ).. but that's with some combo's.. but practice practice practice is all there is too bro.. hope this helps ;3
Raidhyn Posted August 3, 2009 Posted August 3, 2009 Yeah i think i was in training mode with Tao for about 3 hours tonight, I'm hitting up Arcade mode atm to try and get a feel for her against moving opponents lol. This is good stuff though, I can see why the people who play her are as into her playstyle as they are, who knows maybe Tao will become my main despite all of the silly things she says =). Thanks for the support in here though. If i knew about this forum board when i was introduced to GG 5 years ago I'm sure I would have kept playing it and been a better all around fighter lol.
Final_Round Posted August 3, 2009 Posted August 3, 2009 Yeah i think i was in training mode with Tao for about 3 hours tonight, I'm hitting up Arcade mode atm to try and get a feel for her against moving opponents lol. This is good stuff though, I can see why the people who play her are as into her playstyle as they are, who knows maybe Tao will become my main despite all of the silly things she says =). Thanks for the support in here though. If i knew about this forum board when i was introduced to GG 5 years ago I'm sure I would have kept playing it and been a better all around fighter lol. No problem bro. You will find that everyone in this forum is very helpful and honest, we won't lead you wrong. but yeah i have countless hours in practice mode but once you learn it down by heart... then you have to get to a online battle doing it against the cpu is not going to help you, because people tend to understand the game alot more than the cpu, ie gimmicks the abuse of one move just win ... so you have to get that experience also at high levels of play you may have only one chance to get that combos, while with the cpu you have numerous times ... ok good luck
Pirateyoshi Posted August 4, 2009 Posted August 4, 2009 Before I move on to learning Taunt Combos, I wanted to cover some things on specific characters, along with some other things. Bang: Does he have a funny hitbox? Sometimes 8D~6 based loops knock him higher then I expect, and I have to shorten the reps for knockdown. Noel, Carl, and Taokaka: 5b -> 3c -> 5d~6 -> (j.c -> 5d~6) x2 -> j.a -> j.c ->... I have only had j.a -> j.a to work on the lightweights. If there is a timing for it, that would be good to know. Otherwise I will stick to using the Cat Spirit Two combos on them. Rachel: Besides the basic Cat Spirit Two combos, is there anything Rachel Specific? Also, if you could land both Drive Loops and CST combos perfectly (like every single time), which is more burst-safe, and which has better chances for tech traps?
Sileh Posted August 4, 2009 Posted August 4, 2009 SkatanMilla posted this about hitboxes: Too Huge: Tager Reasoning: Will sometimes get passed through in certain combos; 3C, (D-6, j.C)x2, j.A, j.C, 8D-6, 236BB in the corner Normal: Arakune, Bang, Hakumen, Litchi, Ragna, Taokaka, v13 Reasoning: Gets hit by 3C, (D-6, j.C)x3 Small: Jin, Rachel Reasoning: Gets hit by 3C, (D-6, j.C)x2 Smaller: Noel Reasoning: Gets hit By 3C, D-6 on her feet if done from a range instead of her head Trouble connecting various comobos if done from far away. Smallest: Carl Reasoning: Needs character specific combos As for your last question: I don't know.
Pirateyoshi Posted August 4, 2009 Posted August 4, 2009 Yeah, I know they have their respective hitboxes, and how long they can be in the Drive Loop just wanted to see how people usually go about them in their combos- aka personal preference. Like, "Taokaka players, do you go for your Cat Spirit Two combos on Noel/Carl/Tao instead of edited Drive Loops?" "Do you have a specific combo that you do for a nice/easy knockdown with them?" How do you feel about it Sileh? And also, do you personally have any issue with Bang during your 236CC combos? If he has a normal hitbox, I don't see why he should be any different then other characters during this easy combo.
Sileh Posted August 4, 2009 Posted August 4, 2009 Yeah, I know they have their respective hitboxes, and how long they can be in the Drive Loop just wanted to see how people usually go about them in their combos- aka personal preference. Like, "Taokaka players, do you go for your Cat Spirit Two combos on Noel/Carl/Tao instead of edited Drive Loops?" "Do you have a specific combo that you do for a nice/easy knockdown with them?" How do you feel about it Sileh? And also, do you personally have any issue with Bang during your 236CC combos? If he has a normal hitbox, I don't see why he should be any different then other characters during this easy combo. I would recommend using Cat Spirit Two combos as your core combos. These are applicable to the entire cast, plus are easy to set up with mix ups. Bang does not pose a problem to me, but Carl on the other hand...
Recommended Posts