XDest Posted August 18, 2009 Posted August 18, 2009 Same! I can do 6A j.2D~B taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 236BBBB 2D~6 now. Now for getting in 214D j.2D~B taunt, heh.
yukichi Posted August 18, 2009 Posted August 18, 2009 j.236bb -> j.236bbbb is pretty much about delaying the first j.236bb. I could be wrong, but the way it feels for me once I learned about delaying the first set of Cat Spirit Two, I do not have to delay the last set at all, and actually seems that I need to put the command in pretty fast to get all 4 hits in.
klbklbklb Posted August 18, 2009 Posted August 18, 2009 Same! I can do 6A j.2D~B taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 236BBBB 2D~6 now. Now for getting in 214D j.2D~B taunt, heh. Yeah, that's the combo I'm doing, but I add 5B or CH 6B -> 5B -> 6A in the beginning.
Beatrice Posted August 18, 2009 Posted August 18, 2009 Definately helpful. I know people have said something about the delay before, but I suppose it never clicked. Bright side: I pulled it off a few times in training (bout a 60-70% success ratio) and was feeling okay about it... Went into actual play vs my roommate... Totally rocked it 80-90% of the time I tried it. Not sure what changed but if you had anything to do with it, you're my hero! =D
XDest Posted August 18, 2009 Posted August 18, 2009 Got j.236BB j.236BBBB consistently today. Delaying it as much as possible after 9D~9 then doing it as fast as possible after the first j.236BB works great. Edit: I vote that we change the combo input to something like 236CC 2D~6 j.C 9D~9 j.C 9D~9 ... j.236BB j.236BBBB. Would be easier for new players to know you have to delay there. Upon further inspection, too much delay gives you 3 hits instead of 4. Not enough delay gives you a whiff. Better safe than sorry usually, delay it as much as possible. Also, visual cue is that you are NOT parallel to the opponent. Below or above them will connect. Right beside them will not. The audio cue is towards the end of the sound clip of the 9D~9, look for it.
XDest Posted August 18, 2009 Posted August 18, 2009 Practical Tao Combos for Everyday Usage (or until you get the insane/taunt combos down 100%) (Combos done without proration, the only real difference will be when using 2A links, you will have -1000 damage.) 6C: Can be linked from: CH 5C, CH 5B, CH 2C. 1: 6C 236C[charge]C 2D~6 j.C 9D~9 j.C 9D~9 ... j.236BB j.236BBBB [4484] Works on: Pretty much everyone. Lower it to one loop for Carl. Bang needs a delay before the second loop happens. Usage: When zoning, get a CH 5C. Or after blocking something disadvantegous, CH 5B. Or after 6B is blocked and the opponent attacks, CH 5B. Or on whiff/backdash punish by itself. 3C: Can be linked from: 2A, 5B, CH 6B 5B, Crouch 6B 5B (select characters) Also used: When crawling under something with 3. 1: 3C D~B [no hit] 5B 5C 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3352] Works on: Pretty much everyone, except Carl. Usage: Only use if you can't get 2 or 3. Is good against Noel since she falls too quickly for D~B [hit] most of the time. Also good in the corner during ground game, where D~B [hit] won't work. 2: 3C D~B [hit] 5B 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3441] Works on: Pretty much everyone but Noel and Carl, who falls too goddamn fast/small hitbox. Usage: BnB combo if you can't get #3, which is a bit harder to time because of the j.2D~B [hit]. 3: 3C D~6 j.C 236B j.2D~B [hit] 5B[OR]5C 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3571] Works on: Pretty much everyone, once again difficult on Noel and impossible on Carl. Does the most damage of the 3. Usage: BnB combo if you have the execution down. 4: 3C D~6 (j.C D~6) x2 j.AA 9D~9 j.C 9D~9 j.236BB j.236BBBB [3524] Works on: The bigger portion of the cast. Usage: Long range 3C launch vs Tager. Carl: 3C D~B [no hit] 5B 5C 2D 66 j.AC 236BBBB 2D~6 [3016] 4B+C Can be done after: [2AA, 6B, 2B (no barrier)] (Purple), Ground Game (Green). 1: 4B+C 236C[any charge]C 2D~6 j.C 9D~9 j.C 9D~9 ... j.236BB j.236BBBB [2987] Works on: Almost everyone. Has to be reworked for Carl. Before the second loop, has to be delayed against Bang. Carl: 4B+C 214D 5B 5C 2D 66 j.AC 9D~9 j.236BBBB 2D~6 [2349, anyone got a better one?] B+C Can be done after: [2AA, 6B, 2B (no barrier)] (Purple), Ground Game (Green). 1: B+C 66 j.C 6D~6 j.C 6D~6 j.AA 9D~9 j.236BBBB 2D~6 [2506] Works on: Everyone but Tager? 2: B+C 66 j.AC j.AC 236BBBB [1854] Works on: Everyone. j.B+C 1: j.B+C 6AA 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [2486] Note: The more hits before the air throw, the earlier it'll whiff, although the 6AA is pretty much the only real guarantee. j.C 1: (j.C 6D~6) x3 j.AA 9D~9 j.C 9D~9 ... 236BB 236BBB [3277] Note: Needs 2 jumps. j.D 1: (j.D j.C) x2 j.D j.AA 9D~9 j.C 9D~9 ... 236BB 236BBB [3520] Note: Needs 2 jumps. j.A 1: j.AC j.C 6D~6 j.C 6D~6 j.AA 9D~9 ... 236BB 236BBB [2392] Note 1: After 2D~6, always slide to 9 and HOLD IT. Note 2: Before the first 236BB, always delay a good amount. This goes for pretty much any combo including the one loop ones. Note 3: If you still can't time ... 236BB 236BBBB, you can do 236BBBB 2D~6 for very similar damage. You get no ground game. This might also be useful for hit-and-run anti matchups where you don't use any ground game. Works well vs. Carl, since .. j.236BB j.236BB doesn't really do good damage. Note 4: If you miss 3C combo #2, you can recover and do 3C combo #1 (it will be dimmed and escapable) providing they don't instantly tech. And if they do, they might tech into it anyways. Will update later. Hope this helps a few people out.
unkyrona Posted August 18, 2009 Posted August 18, 2009 Thanks for the post xdest. That helps me a good bit.
AsterLudkweiz Posted August 18, 2009 Posted August 18, 2009 Awesome post dude. This is incredibly helpful since you post the fundamental combos and setups.
Ronove Posted August 18, 2009 Posted August 18, 2009 Very useful post, XDest. But in the 3c combos 1, 2 and 3, didn't you forget to put a 9d~9 between the j.C and the last 236bbbb? Your string is "j.236BB .. j.C j.236BBBB" I thought normally one would do "j.236BB .. j.C 9d~9 j.236BBBB". Also, regarding combo #3 of the 3C ones, there's also this variation at the beginning: 3C->6d~6->j.C->236b->j.2d~b-> etc etc Mind you this works best if you directly happen to hit the opponent with 3c without having it chained from something else. If it's chained from a 5b or an other move chances are that the opponent won't be too high from ground and you won't have enough time to even put a j.c between the 6d~6 and the 236b. One more thing regarding the air-throw: if it's done early in the string (or if you directly start with an airthrow), you can also chain 236c right as Tao lands his victim on the ground. It works in a similar way like the backthrow combo.
XDest Posted August 18, 2009 Posted August 18, 2009 Heh indeed I did. As for the air throw, 236CC isn't very friendly to a BnB approach, since it stops working if used in the middle or late. 6AA 2D~6 seems like a much better approach to air grab combos. btw, all links into 3C seem to have very similar timing, but if the combo meter gets higher, the timing on the combo will get a little more strict I think. For example, the ... 236BB 236BBBB timing on 3C #4 is harder than the timing of 6C #1's I think. Also, nobody should understate the power of looping 3C combos into each other. ESPECIALLY if the opponent is one where crouching 6B 5B can combo into it. Comboing into itself with 2A or 5B as well, can pretty much make for an extremely frustrating ground game, unless the opponent has a DP.
klbklbklb Posted August 19, 2009 Posted August 19, 2009 Wooo, got the timing to 236bb -> 236bbbb today. This thread is the best Delaying the first 236bb was indeed what got the second one to connect. The only character I can't do it on is Carl I think. I'll have to check out those combos XDest posted later. Nice Tao vids, almost looks too easy for you lol. I've also almost got the 214d -> 2j.d~b in after the first taunt in the taunt combo but I can't seem to find the timing for the b cancel. Any tips?
XDest Posted August 19, 2009 Posted August 19, 2009 Wooo, got the timing to 236bb -> 236bbbb today. This thread is the best Delaying the first 236bb was indeed what got the second one to connect. The only character I can't do it on is Carl I think. I'll have to check out those combos XDest posted later. Nice Tao vids, almost looks too easy for you lol. I've also almost got the 214d -> 2j.d~b in after the first taunt in the taunt combo but I can't seem to find the timing for the b cancel. Any tips? I was able to do ... 236BB 236BB vs Carl. It just doesn't seem worth it though. Carl is never high enough to do the full one.
Sileh Posted August 20, 2009 Posted August 20, 2009 Carl just sucks to do any combo on. You can throw the traditional taunt combos out the window on Carl (Arakune too.) I've also almost got the 214d -> 2j.d~b in after the first taunt in the taunt combo but I can't seem to find the timing for the b cancel. Any tips? It's the same deal. The 214 D is rapid fire after the taunt, and the B cancel is no different from the first one in the combo.
Ronove Posted August 21, 2009 Posted August 21, 2009 I'm still having trouble getting taunt combos consistently (the j.2d~b one). I have a request to those who can execute it flawlessly: could you guys, like, record your hands while executing that string (5b->6a->j.2d~b->taunt)? I think "hearing the rhythm" of the pressed buttons and looking at the timing of how you input the directions with the stick would help me out a lot. If any of you could do that, I'd be really really grateful.
Beatrice Posted August 21, 2009 Posted August 21, 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. ^ From page 17 or something. Woohoo! to yukichi for totally juping the gun on your request! =D
Ronove Posted August 21, 2009 Posted August 21, 2009 Aid from the past! How could I have missed that.
lurch_E_bean Posted August 21, 2009 Posted August 21, 2009 Here's a fun 3c combo I managed to get working last night, only tried it on Litchi, but I believe it should work on all normal hit box characters (possibly not Jin, probably not Noel and Carl): 3c -> 5d~b -> 5b -> 2d -> (5d~6 -> j.c) x2 -> 5d~6 -> j.a -> j.c -> 8d -> 8d~6 -> j.236bbbb (~3.8k) The fun part of this is the last 8d~6 knocks you and your opponent past the top of the screen. At this point, instead of j.236bbbb, you can do a blind air throw (not hard to get the timing right), which will probably have a much better chance of not getting teched because your opponent won't see you grab them (but the purple !! still shows up). If you finish with j.b+c -> 236c instead of Cat Spirit 2, you can just break 5k damage. Another cool thing is that if you whiff the 5d~b, you can still keep the combo going with 5b (no black beats, either), but you'll have to adjust on the fly: Replace: ...5d~b -> 5b -> 2d -> (5d~6 -> j.c) x2... With: ...5d~b (whiff) -> 5b -> 5c -> 2d -> 5d~6 -> j.c... I'm definitely going to try this out some more on the rest of the cast and see how it works. I think it might be possible to squeeze out an extra 5d~6 -> j.c on Arakune and/or Rachael, since they seem a little more buoyant in the air.
Konton Posted August 25, 2009 Posted August 25, 2009 XDest gave me a few pointers yesterday. I finally got the timing down for the Cat Spirit 2 juggle enders. Finally got the combo down. =3
Beatrice Posted August 25, 2009 Posted August 25, 2009 I don't suppose you'd share said pointers with us, would you? =D
Beatrice Posted August 25, 2009 Posted August 25, 2009 In said post I see one mention of having good ground game in a corner. Is the idea that I should just start fishing for some hit confirm once they're on the ground? Start pressure and the like in the hopes that when they wake up you're in the process of connecting with them?
unkyrona Posted August 26, 2009 Posted August 26, 2009 Do you have a video of that combo lurch? I"m having trouble with the timing on 2d > 5d~6
lurch_E_bean Posted August 26, 2009 Posted August 26, 2009 Do you have a video of that combo lurch? I"m having trouble with the timing on 2d > 5d~6 Not right now, but I did order a video capture device a couple days ago, so maybe some time next week I could get something for you, along with some other stuff I've been working on. Timing on the 2d > 5d~6 should be fairly lenient. Even if I mess it up, I usually don't know until I drop the second 5d~6 > j.c loop. It should be similar to the 2d > 5d~a > 8d > 8d~6 corner combo, if you've got that down. Basically fire off the 5d~6 as soon as you can after the 2d. You might need to go a little faster on the 5d~b > 5b right before it. You want that to knock the opponent as high as you can. The first few times I did it, I didn't think the 5b would actually hit. After further testing on the combo, though, I did get some disappointing results. It looks like Litchi for some reason is the only character I can get (5d~6 -> j.c) x2 to work on, which kind of sucks, because without that, you won't go off the screen or break 5k damage. I'd be happy to be proven wrong if anyone else wants to try... I also couldn't get it to work with the following: Noel, Tao - j.a -> j.c just won't connect for some reason (I was even getting (5d~6 -> j.c) x2 to work on Tao, too ) Jin - The second 5d~6 whiffs, but if you do the 5d~b (whiff) version, it works Rachael - One of the 5d~6 attacks whiffed, possibly the first... Carl - Because he's Carl... I had issues with Bang and Ragna on the 8d -> 8d~6 at the end, too, but you can switch that to 8d -> air dash -> (j.b+c -> 236cc) or (j.c -> j.236bbbb). That also might just be a timing issue on my part...
unkyrona Posted August 26, 2009 Posted August 26, 2009 Cool. My capture device should be here today or tomorrow so hopefully I can get that up and running and show you want I'm doing, and get some tips.
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