XDest Posted February 5, 2010 Author Posted February 5, 2010 Max taunt (6 loops + one more 214D j.2D~B before the 5C) combo off 5B with 5C ender is 4100. Triple Taunt combo with CT-like ender is 3700. Non-Taunt CT-like ender is 3400. All other non-taunt enders are 2800-3050. For the amount of consistency you'll get, this is probably the type of combo that will actually be usable online, or if your execution isn't good enough for all those loops. Or if you're just lazy and don't feel like tiring out your hands. Also, this doesn't work properly if you linked anything before the 5B. Screws with the untechable time to a large extent. Use the other types instead for that I guess. For 6C combos, anything goes. You have so much untechable time until way later in the taunt loops.
XDest Posted February 5, 2010 Author Posted February 5, 2010 Got a couple questions from watching some recent vids. 1. Anyone know the notation of that weird looking 2D~C 2D~6 type combo Kazu was doing? 2. I saw Keita using 214A in a blockstring. Was it intentional or a mistake? Because it was the pillow, the second hit CH'd the opponent, and he got off a taunt combo. Oh man, haha. http://www.youtube.com/watch?v=TcoWvy4xMCQ
unkyrona Posted February 5, 2010 Posted February 5, 2010 2. I saw Keita using 214A in a blockstring. Was it intentional or a mistake? Because it was the pillow, the second hit CH'd the opponent, and he got off a taunt combo. Oh man, haha. http://www.youtube.com/watch?v=TcoWvy4xMCQ From the looks of it, it looks like it was a mistake, but he went with it and ended up getting some nice damage in.
Cake Posted February 5, 2010 Posted February 5, 2010 Someone please tell me i've got this right: For taunt loops, there are certain ways to start the loop which are better than others leading to more reps, regardless of character. So essentially 5B>6A startup would be the same on carl as it would on tager or another big character.
XDest Posted February 6, 2010 Author Posted February 6, 2010 There doesn't seem to be a change in the amount of reps, just how strict the timing is. Tager has a lot of leeway in timing. While Noel, Jin and Hazama are really hard to get the right timing for. It's a shorter window.
Cake Posted February 6, 2010 Posted February 6, 2010 There doesn't seem to be a change in the amount of reps, just how strict the timing is. Tager has a lot of leeway in timing. While Noel, Jin and Hazama are really hard to get the right timing for. It's a shorter window. Ah, okay thanks for clearing that up. I thought taunt loop was going to be ridiculously character or startup specific.
XDest Posted February 6, 2010 Author Posted February 6, 2010 Nope. And the only real trouble cases with juggle finishes seem to be Hazama, Jin and Tsubaki. Carl got his aerial hitbox enlarged. He's actually around the same as the rest of the cast.
Cake Posted February 6, 2010 Posted February 6, 2010 Nope. And the only real trouble cases with juggle finishes seem to be Hazama, Jin and Tsubaki. Carl got his aerial hitbox enlarged. He's actually around the same as the rest of the cast. So what would be a good amount of reps to end at? Is there any real limit to when it has to end?
XDest Posted February 6, 2010 Author Posted February 6, 2010 It's startup move specific. 6C caps out a around 12-13 reps I believe. 5B caps out at 6. Etc...
Taokakaism Posted February 6, 2010 Posted February 6, 2010 5B -> 6A -> j.8D~A (land) -> j.8D~A (land) -> j.8D~A (land) -> 2D~C -> j.8D~6 -> j.8D~6 -> j.2D~6 -> Cat2x5 [3398] 5B -> 6A -> j.8D~A (land) -> j.8D~A (land) -> 2D~C -> j.8D~6 -> j.8D~6 -> j.2D~6 -> Cat2x1 -> j.2D~6 -> Cat2x5 [3420] Possible to start with 6A as anti air.
RinHara5aki Posted February 6, 2010 Posted February 6, 2010 5B -> 6A -> j.8D~A (land) -> j.8D~A (land) -> j.8D~A (land) -> 2D~C -> j.8D~6 -> j.8D~6 -> j.2D~6 -> Cat2x5 [3398] 5B -> 6A -> j.8D~A (land) -> j.8D~A (land) -> 2D~C -> j.8D~6 -> j.8D~6 -> j.2D~6 -> Cat2x1 -> j.2D~6 -> Cat2x5 [3420] Possible to start with 6A as anti air. Uhhh.. (j.8D~A (land))x3?! This is starting to look like the experiment with the CT (CH 2d~a)..
XDest Posted February 7, 2010 Author Posted February 7, 2010 5B -> 3C -> D~B [hit] -> 5C -> 2D~6 -> j.2D~C -> j.D~A -> 9D~9 -> ... -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [3537] hmm.... I wonder where we can go with this. Taunt Loop test: 6C -> 66 -> Taunt Loop x8 -> 236CC -> 2D~6 -> j.2D~C -> j.D~A -> 9D~9 -> ... -> 3D~3 -> j.236Bx5 [~6250] Might be able to go on further in the taunt loop, since it works in a non-taunt combo (confirmed, it works on max number of loops). Especially with 5C. After all, it only uses 4 hits between the 2D~6 and the j.236Bx5, and they're all drives. This actually is the exact same combo damage as the normal max taunt loop ender, but it works off a lower height (236CC for example), and works outside of the corner. Probably only useful for non-taunt combos though. I wonder if we can tinker with it to add more drives in the middle for more damage? Also it should be noted, at this point you should just be doing taunt combos instead if you're actually able to pull this type of combo off instead hahaha. But this theory seems to be pretty solid. Do whatever you want -> wait -> 3D~3 -> j.236Bx5. Please play around with this.
Pirateyoshi Posted February 7, 2010 Posted February 7, 2010 lolololololool Now I can get my Hazama kicks while playing Tao with those j8D~A combos.
Taokakaism Posted February 7, 2010 Posted February 7, 2010 Here's one more. 5B -> 3C -> 5D~C (midway, whiff) -> j.2D~B -> Taunt Combo x5/6 -> Ender It's easier to do in the corner, but midscreen is possible, despite how crazy it sounds.
XDest Posted February 8, 2010 Author Posted February 8, 2010 If I was in the corner, I'd rather do 5B -> 3C -> D~B [hit] -> Taunt Loop It'll simply be easier for the same result.
RinHara5aki Posted February 8, 2010 Posted February 8, 2010 Does~ (Corner)5b -> 6a (1hit) -> JC -> 5d~b -> (taunt loop) Affect the amount of taunts versus 5b -> 6a (1hit) -> JC -> 2d~b -> (taunt loop) ?
XDest Posted February 8, 2010 Author Posted February 8, 2010 Probably not, drives don't seem to distinct from each other in terms of that. At that point, only the positioning would really matter I think.
PlasticChicken Posted February 8, 2010 Posted February 8, 2010 Well, you can do one more taunt if you are doing the 5c ender that only works in the corner. EDIT: And there is also that j.2d~c > j.2d~a > 214d > 236bbbbb that enables you to do 3 more taunts i think.
XDest Posted February 9, 2010 Author Posted February 9, 2010 Much easier oki solution: Taunt Loop xMax -> 214D -> j.2D~C -> 3D~3 -> j.236Bx5 Does around 3700 off 5B. Lands right on top of your head, in exact range for 6A. I'm sure people can get creative with it.
Ronove Posted February 9, 2010 Posted February 9, 2010 So it's 5b->6 taunts->3d~3 oki ender? Yeah in terms of manuality that ender looks indeed easier, I'll try it out.
PlasticChicken Posted February 9, 2010 Posted February 9, 2010 I actually have trouble with anything that involves 3d~3 > 236bbbbb or the cat2 loop(tao bounces backwards sometimes). It's kind of a weird input for me but I guess practice makes perfect. The new combos are much more satisfying to pull off when you see that damage.
Cake Posted February 10, 2010 Posted February 10, 2010 2D~5 -> D~A -> 9D~5 -> 9D~9 -> j.236B -> j.2D~5 -> j.236B -> j.2D~6 -> j.236Bx5 Is it just me, or am I the only one who cant get the first 9D~9 to hit? I tried this on jin, and theres no way he could get hit by it, he was way below me. Was i supposed to use 5C to launch or something? Edit: Nevermind, I got it right after i posted this. I was doing the drive way too late, have to be pretty quick for it to hit.
XDest Posted February 11, 2010 Author Posted February 11, 2010 Yeah, just double tap a bunch of times until the first drive comes out.
XDest Posted February 11, 2010 Author Posted February 11, 2010 A couple things about the 'oki ender', since I can do it consistently now. - It works on any taunt loop depth. It doesn't care how many taunts you've done before it. As long as you get the taunt off, you'll get this ender. - Interestingly enough, it's not only 236236D that's comboable after it, but ANYTHING with vertical height, and for two moves. For example, j.B, j.A combo'd afterwards. Therefore, not only can you control where they'll land in the air (or if they do at all), you have all of your jump and drive cancels available to you. I've tested with j.A, j.B, j.C, 2D, 6A, and 236236D. 6C does not work, but it looks goddamn hilarious. The opponent goes to the other side of the screen and bounces off the wall. Ah well. - Of course, if you want a true ground game, the 236236D ender is always there. - The opponent has to be at HIP HEIGHT when you do 2D~C for all 5 cat2s to land. Therefore there must be either a good delay between the 214D and the j.2D~B before the taunt that precedes it, or there must be a delay between the 214D and the j.2D~C itself. Do what feels right to you. That's probably why you guys couldn't get it consistently. One would think that the opponent should be above your head to get all 5, but in reality it's the opposite. - Maxes out at around 3700 damage for 5B, and 6000 damage for 6C. Have fun with your oki.
Ronove Posted February 12, 2010 Posted February 12, 2010 Cool, I guess that's indeed why I'm still having trouble in connecting the j.2D~C at proper height. Before working on her enders though I guess I still need to get taunt loop consistently, I still bluebeat it a lot.
Recommended Posts