Snoots Posted July 2, 2009 Posted July 2, 2009 If I may ask a complete noob question. What exactly are the inputs for a jump cancel. I understand the concept of it, but I can't seem to get it working. Is it akin to something in Guilty Gear or is this a new thing. Thanks.
yukichi Posted July 3, 2009 Posted July 3, 2009 A jump cancel occurs when you perform a jump after a jump cancel-able move. Pretty much after your move hits, (though sometimes you can jump cancel a move that has not hit), you can input 8 or the up direction. It is not just specific to 8, you can add diagonals too like 7 or 9. 9 is very common as a jump cancel input as you usually want to be jumping towards your opponent, so exactly as it is in Guilty Gear. If you are trying for drive loops, you can just hold a direction like 9 to transition from a drive hit into a j.c. If you are doing jump cancels from normal moves, then you just have to get the timing down, though if you can do them in GG, you should be able to do em in BB.
Snoots Posted July 3, 2009 Posted July 3, 2009 A jump cancel occurs when you perform a jump after a jump cancel-able move. Pretty much after your move hits, (though sometimes you can jump cancel a move that has not hit), you can input 8 or the up direction. It is not just specific to 8, you can add diagonals too like 7 or 9. 9 is very common as a jump cancel input as you usually want to be jumping towards your opponent, so exactly as it is in Guilty Gear. If you are trying for drive loops, you can just hold a direction like 9 to transition from a drive hit into a j.c. If you are doing jump cancels from normal moves, then you just have to get the timing down, though if you can do them in GG, you should be able to do em in BB. Thanks so much, I think I got it I just wanted to make sure I wasn't missing something.
naikou Posted July 6, 2009 Posted July 6, 2009 Very awesome, thank you. I'd appreciate it if you could break down Tao's taunt combo like you did for her drive loop. Having trouble doing that one.
yukichi Posted July 7, 2009 Posted July 7, 2009 There isn't anything too fancy when it comes to performing the taunt combos that require the amount of explaination TaoFTW put into the drive loops. The important things to are the timing for the j.2d and the b cancel afterwards. Everything else is just chained on in rapid succession after each hit. You cannot be too high off the ground after the 6a or the j.2d will be techable. Too low to the ground and Tao will not hit the opponent. Since Tao is so close to the opponent, you have to input the b cancel for the drive pretty quickly after you press the drive button. Toss the training dummy to CPU mode and make it tech to make sure you can perform the combo right.
MacArthur Blunts Posted July 10, 2009 Posted July 10, 2009 TaoFTW add in for 214D if you perform it as a 2147D (i think. i superjump tigerknee it) you will turn around in the air allowing for crossup. 2147D->j.C->j.D RC 5B->6A(1) j.2D~B taunt combo. hooray.
Botsu Posted July 11, 2009 Posted July 11, 2009 Hey fellas, just picked up Tao today and absolutely love playing her. She's amazingly fun to play. Sadly, i've been doing worse then I was with Litchi (I was actually doing pretty well) But I enjoy Tao more =P Anyways, I've been playing a real zone intensive game which I know is exactly what she isn't and what Litchi is. But since I came straight from SF4 (without playing the GG series) it's somewhat of a habit. I've been running into a few problems regarding what to do in air-to-air situations. I often use J.C as means of an anti-air when I know they'll air dash for pressure or in general. Can I drive loop after I hit? I also need a few more B&B's, I use these only for the moment: 4B+C, 236CC, 2D~6, (J.C-5D~9) x2, 236bb, 236bbbb (2a pokes, 5B as punisher etc.) 3C, 5D~6, (J.C-5D~6) x 2, J.A, J.C, 9D, 66, J.C, 236BBBB I just normally hit confirm into the 3C combo and 4B+C as tick throws etc. Or use 5B into 3C combo as a punisher. I'm only about 20% with taunt combos for now. But I plan on getting them down eventually. Also, I normally block string into 3C (2 hits) and cancel into D, but I don't know what to do after, I normally 44 or 66 post drive and try to pressure by either crossing up or coming back to the front, but most of the time end up getting stuffed. Should I be using D~B to pressure more often? Also, the 3C combo tends to whiff against Noel unless its in the corner. Even then, the last J.C at the end whiffs. I definitely have more to ask but I don't spam it all at the same time =P Moved this from combo/bnb thread.
superclack Posted July 11, 2009 Posted July 11, 2009 This is a dumb question, so I figured I'd ask in the dummies thread. I don't get how I'm supposed to play Taokaka in a neutral situation. Just stick out j.Cs, bounce around, and try to get close enough to 2a/5b people? Am I basically just fishing for counterhits or something? I don't understand what her basic mixups and crossups are or how I'm supposed to handle her in general. She doesn't seem to have great tools to get in or counter the opponent on reaction, so I don't know what I'm supposed to do here. I could be totally wrong with this though since I can't play Tao worth shit.
TaoFTW Posted July 11, 2009 Author Posted July 11, 2009 TaoFTW add in for 214D if you perform it as a 2147D (i think. i superjump tigerknee it) you will turn around in the air allowing for crossup. 2147D->j.C->j.D RC 5B->6A(1) j.2D~B taunt combo. hooray. Thanks, I completely forgot about that. Once I get around to fixing up the drive/taunt section - with great justice - I will put those in. Thanks for the input. For all the people just starting with Tao, I recommend you read the 'How to' section. If you want to win, then you must attack - so hit your opponent effectively and efficiently. If - for some reason - you have any further constructive questions, then ask them in the Tao FAQs.
BeatFace Posted July 16, 2009 Posted July 16, 2009 Ok im trying to learn her So is there a certain timing for her lil combo loop?!?!
RinHara5aki Posted July 16, 2009 Posted July 16, 2009 Ok im trying to learn her So is there a certain timing for her lil combo loop?!?! Expiriment and practice. Tao is a little steeper learning curve combowise than most BB characters. All I can say is when you do 3C or 6C and start doing her 5D~6 loop, just hold 6, and push C D in quick succession as she flips at the end of the drive. Just train your heart out in training.
RinHara5aki Posted July 16, 2009 Posted July 16, 2009 This is a dumb question, so I figured I'd ask in the dummies thread. I don't get how I'm supposed to play Taokaka in a neutral situation. Just stick out j.Cs, bounce around, and try to get close enough to 2a/5b people? Am I basically just fishing for counterhits or something? I don't understand what her basic mixups and crossups are or how I'm supposed to handle her in general. She doesn't seem to have great tools to get in or counter the opponent on reaction, so I don't know what I'm supposed to do here. I could be totally wrong with this though since I can't play Tao worth shit. Other people have better experience than I do, but she is one of the BEST at closing in, and should get CH's constantly. Just a couple of simple tips, close in from the air, and hit them with a simple j.C. This can combo into other attacks too, and has good reach and is fairly safe. Also, you NEED to learn her drive cancels, not C so much but A and B in particular. B can get you around them. One thing I learned from TaoFTW, DONT SPAM 2A. It prorates EXTREMELY high so your combo after is freakin useless, use 5b, 6c, and 3c as base attacks. 6b is also useful in mixups. I spam 2a to piss people off, or make stupid n00bs burst early, thinking that its gonna be an insane combo, when in reality you did like 600 dmg -__-..
MacArthur Blunts Posted July 16, 2009 Posted July 16, 2009 I spam 2A. 2A->taunt combo will do decent damage. 2A sets up throws so well. It's a fast low that gatlings into itself. Just learn to hit confirm and don't do so many 2A's in a combo. One is fine, 2 is ok. 3 and you're getting a little lazy.
ShakunohaChaos Posted July 16, 2009 Posted July 16, 2009 I do a lot of spacing when i play Tao i j.c to zone and i j.236bb when im coming in. If im dashing in i tend to dash in and do 5b and 2a, but 2a is kinda iffy, cuz they can just crush it by doing an overhead so mix it up. I only do 1 2a into a combo 2 2a's is kinda bleh for me
Nbr44 Posted July 16, 2009 Posted July 16, 2009 One thing I learned from TaoFTW, DONT SPAM 2A. It prorates EXTREMELY high so your combo after is freakin useless, use 5b, 6c, and 3c as base attacks. 6b is also useful in mixups. I spam 2a to piss people off, or make stupid n00bs burst early, thinking that its gonna be an insane combo, when in reality you did like 600 dmg -__-.. This is extremely interesting to know... Unfortunately for me it's a bad habit that I took, given my extreme paranoia in tense situations, I tend to send at least 2 * 2A to be sure my opponent is locked in a combo. It became almost a reflex, it'll be hard to get rid of it...
XDest Posted July 16, 2009 Posted July 16, 2009 2As are pressure setup for me. I don't actually use it to start any combo unless I do one 2A. Otherwise it's going into somewhere where I can get pressure damage and maybe a sweep, throw or 5B > 6C for larger damage oppurtunities. Without actually starting the combo with the 2A (with the exception of the sweep combo in some cases).
RinHara5aki Posted July 17, 2009 Posted July 17, 2009 I spam 2A. 2A->taunt combo will do decent damage. 2A sets up throws so well. It's a fast low that gatlings into itself. Just learn to hit confirm and don't do so many 2A's in a combo. One is fine, 2 is ok. 3 and you're getting a little lazy. Definitely true. Its also good to if you're blocking in a tight situation too. But just the n00bs online who just drive and spam 2a DONT get my respect XD... This is extremely interesting to know... Unfortunately for me it's a bad habit that I took, given my extreme paranoia in tense situations, I tend to send at least 2 * 2A to be sure my opponent is locked in a combo. It became almost a reflex, it'll be hard to get rid of it... I get what you mean, I went through the exact same thing. If you can, just try to replace it with 5b instead! Or even better, do a COUPLE 2a's and hit another part of a combo, like C > 3C, or 5B > 3C, whatever. There are a ton of mixups STARTING from 2a, just dont SPAM it over and over XD. Just keep trying nya~ XD We all learn at different speeds :3
Nbr44 Posted July 17, 2009 Posted July 17, 2009 The "problem" with 2A is that I find it extremely convenient, being able to send it from a crouching position. I also use it to engage my opponent from time to time. It also doesn't push the opponent much, which means a 3C will most of the time entirely touch if I'm close enough. I don't know if it's possible to send a 3C right after a 5B on the characters with the smallest hitboxes, I guess I'll have to try. :p
TSiggs Posted August 6, 2009 Posted August 6, 2009 So I've been practicing Tao's drive loop: 4b+c -> 236cc -> 2d~9 -> j.c -> 9d -> j.c -> 9d -> 236bbbb After I do the 2d~9, I have a hard time getting the j.c to come out in time, and then with the second iteration of the drive loop I wind up being to low to hit. Should I be hitting the j.c immediately after the 2d~9? Or is it a little after and I'm just missing the timing? I have no problem doing a 2a into j.a -> j.c (x3), so I'm a little lost here. I will certainly keep practicing, but the timing has me stumped. Thanks for this awesome thread, helps tons!! Edit: fyi, I am holding nine through the first 2d~9. Ok, so I was using Ragna as my training dummy, but as soon as I switched to Jin it worked perfect the first time. Looks like I'll have to do a little more research on who this is not easy to execute on.
Sileh Posted August 6, 2009 Posted August 6, 2009 You're going to want to hit the j.c on Rawrgna as soon as the spinning animation for Tao's D drive stops. Also, note that you will not be delaying the 236bbbb after the final d drive on Rawrgna. I see you are also holding 9 after the first drive. That is ok but you're making it harder on yourself than it needs to be. It should look like this: 4b+c -> 236aa-> 3d~9 (in reality hold 3 instead of 9)-> (release 3) j.c (hold 9) -> j.d~6 -> (release 9) j.c (hold 9)-> 9d~6 (release 9 quickly) -> 236bbbb (immediately) Last part needs to be quick on this one. If you are doing a 236BB -> 236bbbb combo, you will delay the first set of Cat Spirit Two's. (This specific combo requires a single set of 236bbbb)
TSiggs Posted August 6, 2009 Posted August 6, 2009 Cool, thx for the info. I'm sure switching between using 6 and 9 on the fly based on where I am in the air will come with practice.
Recommended Posts