Ronove Posted August 22, 2010 Posted August 22, 2010 Well, look at it this way: if you're concerned about online issues then be aware that those single taunt combos involving ~C and ~A cancels are actually less practical, because depending on the character you may need different spacing in order to not make them whiff. For example, the string 3D~3 > j.2D~C > j.C > j.5D~6 > etc whiffs on Makoto if you hit your j.C too early/too low, forcing to wait a tiny fraction of second more in order to have Tao properly aligned so that the following j.5D~6 doesn't whiff, which also means you have stricter timing on the rest of the string that follows. While on the other hand against other characters it is recommended to quickly hit your j.C after the j.2D~C. This kind of stuff is obviously not netplay-friendly unless you have really good connection and you are able to correct your timing on the fly. Ironically Taunt Loop is easier than this stuff because afterall it's the same repetition of the same string, so if you manage to find the right timing for the first part it becomes a matter of keeping that very same rhythm. With this I am not saying that TL is online friendly, but it's certainly more practical than this type of 1 taunt combos that involve all these drive cancels, IMO. The only single/double taunt combos that are "easy" are those that make use of simple enders like 3D~3 > j.C > 9D~9 > 3D~3 > 236Bx5 or stuff like that. You'll "only" deal around 3k damage but atleast you won't really encounter any string that requires character-specific spacing/timing. On the other hand, her no-taunt combos are without a doubt the most practical combos especially for online play. And besides that, it's not like you'll be going into TL on every hitconfirm, Tao's TL setups aren't a lot, and in most cases you'll clash air-to-air with an opponent you'll find yourself doing a no-taunt combo after that.
Taokakaism Posted August 22, 2010 Posted August 22, 2010 Hello Dustloopers. I have yet again, found an amazing way to combo into the super ender which deals even more damage than our usual enders... Behold... a complete 6C taunt loop -> Almost Becoming Two! -> 236A -> 4D~6 -> Cat2x5 -> Cat2x5 -> Cat2x5 This is significantly easier than the 236CC -> 6C -> 6C -> Super Jump Back Cat2x5 -> Cat2x5 -> Cat2x5 Of course, this does around 100 damage lesser than it. Have fun guys.
Cryingvoid Posted August 22, 2010 Posted August 22, 2010 Ronove Thanks for explaining! Speaking about air-to-air combos, what air-to-air starters are recommended to get the full air string in?
KM Riku Posted August 22, 2010 Posted August 22, 2010 Hello Dustloopers. I have yet again, found an amazing way to combo into the super ender which deals even more damage than our usual enders... Behold... a complete 6C taunt loop -> Almost Becoming Two! -> 236A -> 4D~6 -> Cat2x5 -> Cat2x5 -> Cat2x5 This is significantly easier than the 236CC -> 6C -> 6C -> Super Jump Back Cat2x5 -> Cat2x5 -> Cat2x5 Of course, this does around 100 damage lesser than it. Have fun guys. Is it possible to do this using others setups like...grab taunt loop or 2aa->3c in coner like you can do using the other AB2 ender?
Ronove Posted August 22, 2010 Posted August 22, 2010 Hello Dustloopers. I have yet again, found an amazing way to combo into the super ender which deals even more damage than our usual enders... Behold... a complete 6C taunt loop -> Almost Becoming Two! -> 236A -> 4D~6 -> Cat2x5 -> Cat2x5 -> Cat2x5 This is significantly easier than the 236CC -> 6C -> 6C -> Super Jump Back Cat2x5 -> Cat2x5 -> Cat2x5 Of course, this does around 100 damage lesser than it. Have fun guys. I suppose the 4D~6 is not the short one (done by holding 4 during her leap) but the distant one right? Anyway, awesome stuff as usual
Cryingvoid Posted August 22, 2010 Posted August 22, 2010 Taokakaism Of course, this does around 100 damage lesser than it. Meaning, your ver. does 100 more? Nice. Is it possible to shoot it on video? 'For those who can yet do nothing but look' :3
Taokakaism Posted August 22, 2010 Posted August 22, 2010 Is it possible to do this using others setups like...grab taunt loop or 2aa->3c in coner like you can do using the other AB2 ender? Yes, it's basically another way of doing the ender with massive damage due to AB2 and Cat5. I suppose the 4D~6 is not the short one (done by holding 4 during her leap) but the distant one right? Anyway, awesome stuff as usual Yes, the moment you press 4D, you can start holding 6 already. Meaning, your ver. does 100 more? Nice. Is it possible to shoot it on video? 'For those who can yet do nothing but look' :3 I suppose I could use my webcam to do a livestream, but I don't think I can pull it off successfully 100%. I basically JUST DID IT and it worked. In fact, I'm practicing it right now lol. I did it on Hakumen though, if anyone was wondering.
Cryingvoid Posted August 22, 2010 Posted August 22, 2010 Taokakaism No, you just chose Tao as the opponent, then set recording and try to pull it out while recording is running (ingame recording function I mean). So when you happen to pull it out - voilà , it is already recorded :3
Taokakaism Posted August 22, 2010 Posted August 22, 2010 Taokakaism No, you just chose Tao as the opponent, then set recording and try to pull it out while recording is running (ingame recording function I mean). So when you happen to pull it out - voilà , it is already recorded :3 Okay, I'll try it tomorrow. I have to go to bed already. It's 2340 in my place. Got school tomorow!
Cryingvoid Posted August 22, 2010 Posted August 22, 2010 lol, even your time data looks more like a damage data ) Way to go, Taokakaism!
Low Diver Posted August 23, 2010 Posted August 23, 2010 Not sure where else to put this so I guess I can justify putting it here by saying that it has to do with combos because because it's a starter. Where it says corner only, that character can only be hit while crouching by 6b j.5~b 5b etc. in the corner, and not mid screen; and where it says anywhere, they can be hit anywhere on the stage, and if they say "6b>5b>6a", or "6b>5b>3c", you're usually better off just using that path possible on that character. Taokaka: 6b>5b>6a Noel: 6b>5b>6a (strict timing, if not using the 6b>5b link she's corner only) Ragna: 6b>5b>6a Jin: Corner only Rachel: 6b>5b>6a Carl: Corner only Arakune: Anywhere Bang: Anywhere Hakumen: Anywhere Tsubaki: 6b>5b>6a Hazama: 6b>5b>6a Lambda: 6b>5b>6a Tager: Anywhere Litchi: 6b>5b>3c Mu-12: 6b>5b>3c Makoto: Anywhere Everything here was tested and confirmed in training mode, with help from XDest.
Warahk Posted August 23, 2010 Posted August 23, 2010 ^you're awesome. this is so useful, thanks! 3 taunts 3806 damage off the 6b->j5d~b set up using 236cc ender
Low Diver Posted August 23, 2010 Posted August 23, 2010 6B j.5D~B 5B 6A JC j.2D~B Taunt 214D j.2D~B 5C 2D~6 j.2D~C j.C ... j.9D~9 j.C j.9D~9 ... 3D~3 j.236BBBBB does 3917.
Warahk Posted August 23, 2010 Posted August 23, 2010 6B j.5D~B 5B 6A JC j.2D~B Taunt 214D j.2D~B 5C 2D~6 j.2D~C j.C ... j.9D~9 j.C j.9D~9 ... 3D~3 j.236BBBBB does 3917. cool, thanks regarding your original post, you're saying 6b > 5b links non counter hit against all characters listed as "6b>5b" midscreen?
Low Diver Posted August 23, 2010 Posted August 23, 2010 Yes, 6B > 5B links on a crouching opponent anywhere on the stage against anyone who has 6B > 5B come after their name on that list. If you can't get it to work against a certain person I can recheck it to make sure it's possible. Also I think they changed who 6B > 5B can link on in the 1.01 patch, so if you don't have it then that could cause some problems for those combos. EDIT: Also one thing I noticed about the 6B > 5B > 6A taunt loop path is if you end it with the recommended corner ender in the first post, then it should have 5 taunts, but if you use the mid-screen or character specific mid-screen enders just below it on the first post, then it should only have 4. I can't do the oki ender myself, so I can't test that right now. EDIT: And the most damage I could find on Mu-12 crouching mid-screen off 6B was 6B 5B 3C 5D~B(hit) 5C 2D~6 j.C j.9D~9 j.C j.9D~9 ... 3D~3 j.236BBBBB for 3476, since 6A whiffs on her when crouching and I don't think taunt links after the 5D~B(hit) mid-screen. I fully expect XDest to find a better combo for her since he <3s random low taunt stuffs. My combo so far on her in the corner is 6B 5B 3C 5D~B(hit) Taunt Loop x 3 -> Recommended corner ender from the first post for 4005. ANOTHER EDIT: And the first hit of 6A whiffs on a crouching Litchi in hit-stun, so in other words 6B 5B 6A doesn't work on her D: So I guess we're better off using 3C path stuff for her not only in 6B 5B stuff but in general as well, as well as Mu-12.
Cryingvoid Posted August 23, 2010 Posted August 23, 2010 Guys, guys, I'm doing some progress with TL, so there is a couple of issues I wanted to clarify once and for all, not to feel myself an idiot. I'm practising 5B->6A starter (with 236CC -> 2D~6 -> j.C -> 9D~9 -> 3D~3 -> j.236Bx5 ender). I now managed to get 14 hits during TL, and 236CC didn't connect after taunt on 14th hit. It was in the corner though. How the TL sections are counted? I assume, calculation of one TL section starts with a taunt and ends with j.D~b? What is the maximum TL section count? I heard somewhere, it is 9 sections (repetitions) max? So it is 18 hits of pure Taunt Loop (excluding starter and ender) I assume? I don't quite understand "Number of Taunts List" section on the first page, so please excuse my arrogance of asking what is already written. Is it positive, that 236CC TL ender is not recommender in the corner (of even simply not applicable in the corner on full taunts)? Thanks in advance for your patience!
Naki Feralkin Posted August 23, 2010 Posted August 23, 2010 Got a question for the Tao vets. I've been finally managing to utilize some TL into my game play (at long last.. got a friend into a 17 last night), but there was another thing bothering me when I was watching film recently, and I know it would help against the lighter weight characters (Litchi/Carl) I was noticing in a few games where you would normally j.2D~6, J.236BBBBB an opponent to finish a combo, that some times there was j.2D~6, J.236B, J.2D~6, J.236B,J.2D~6,J. 236BBBBB. How the HECK do you do that? Is there a timing thing on that? It seems like so much input to put within 2-3 seconds.
Cryingvoid Posted August 23, 2010 Posted August 23, 2010 Got a question for the Tao vets. I've been finally managing to utilize some TL into my game play (at long last.. got a friend into a 17 last night), but there was another thing bothering me when I was watching film recently, and I know it would help against the lighter weight characters (Litchi/Carl) I was noticing in a few games where you would normally j.2D~6, J.236BBBBB an opponent to finish a combo, that some times there was j.2D~6, J.236B, J.2D~6, J.236B,J.2D~6,J. 236BBBBB. How the HECK do you do that? Is there a timing thing on that? It seems like so much input to put within 2-3 seconds. It is called 'CAT2 loop'. Here are some tips how to get it in. BTW, it is embarrassing, but I found myself struggling with j.3d~3 -> 326b part. I mean, it is quite confusing to perform a flip by holding 3 after j.3d, and do 236b immediately. Any tips how to ease the this? i suggest you 2 in 1 the forward cancel, i started doing that and it increased my consistency pretty significantly. it helps a lot when you're maxing out damage and you only have a couple frames between the forward cancel and cat2. so for the in put i do 2d (slight pause) 236(hold 6) bbbbb No more than three. No realistic combo's should go more than two, and you should make practice of one, meaning 236b -> 2d~6 -> 236bbbbb. You can practice this combo for the heck of it- http://www.youtube.com/watch?v=iQe_kBabbdI#t=01m00s , that was my combo video awhile ago. Also, a tip with the CAT2 loop, is take it slow, the motion is actually slower than it seems. You must always do a 3D~3 FIRST before any j.236B or it messes up the proration. And yeah, 3 loops max. A good example of a BnB that does the maximum is: 2D~5 -> 6D~6 -> j.C .. -> 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [~4152] Can't really get more damage unless you confirm a CH and do j.4D~B after the 2D~5 and go into taunt loop. So if you can learn this combo, it will be extremely useful to you.
XDest Posted August 23, 2010 Author Posted August 23, 2010 That's for non taunt combos only, and you usually do one or two loops of it. Also, the number of taunts is literally the amount of times you press the taunt button during the combo. So the extra 214D -> j.2D~B -> 5C would not be counted as part of the loop.
Cryingvoid Posted August 23, 2010 Posted August 23, 2010 And the maximum count is 9, right? From any starter?
Low Diver Posted August 23, 2010 Posted August 23, 2010 From 2C CH -> 6C, 13 taunts seems a lot more stable (and personally I'd recommend just doing 13) than 14, but 14 is possible with the 5C corner ender but not the Taunt -> 236CC ender, that will have to use 13 taunts. And no, 9 taunts is not the max. 6C gets 12 taunts, 2C CH gets 13 or 14, and a straight anti-air taunt is 13 taunts. A list of how many taunts each starter can do is on the first post.
Cryingvoid Posted August 23, 2010 Posted August 23, 2010 Thanks for info, but I still don't get the max Taunt number for Tao's mixup #1 - 5B->6A/2B->6A/j.C->5B/2B->6A starter?
RinHara5aki Posted August 23, 2010 Posted August 23, 2010 Thanks for info, but I still don't get the max Taunt number for Tao's mixup #1 - 5B->6A/2B->6A/j.C->5B/2B->6A starter? 5b 6a JC 2d~b = 6 taunts to 236cc ender, 7 taunts to 5c ender. 2b 6a JC 2d~b = 2 taunts to 236cc/5c ender J.c land 5b 6a JC 2d~b = 3 taunts to 236cc/5c ender Correct me if I'm wrong
XDest Posted August 23, 2010 Author Posted August 23, 2010 No. You don't get an extra taunt by doing a 5C ender. You get an extra 214D j.2D~B, that's it.
RinHara5aki Posted August 23, 2010 Posted August 23, 2010 Lol thinking about it now that's what I meant xDD
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