lurch_E_bean Posted August 27, 2010 Posted August 27, 2010 Can 2a starter bring 4.5k? Is it really worth the Tension gauge? Better try out casual 5B 6A start up, I wonder, how much will the AB2 enforced version of 5B 6A do? Yeah, I made a post way back (page 25) with a bunch of math that showed how the AB2 ender worked. In a nutshell, the 5th hit of CS2 has a minimum damage of 496, and you hit with it 6 times in the AB2 ender, so you have almost 3k damage regardless of how prorated your combo is. You can even mash a crapload of 5a's before the 2a's and still hit 4k or so. If your opponent doesn't have a burst and is under half life, I'd say it's definitely worth the meter if you can hit it. For normal taunt loop combos you get roughly an extra 1.5-2k damage (assuming proration is always around 30% before the ender).
Cryingvoid Posted August 27, 2010 Posted August 27, 2010 I got the point. But how come, that in AB2 3 sets of CAT2 follow each other without even jump cancels? All I need is just press Cat2x5 -> Cat2x5 -> Cat2x5 one after another?
lurch_E_bean Posted August 27, 2010 Posted August 27, 2010 I believe you do need to jump cancel between each Cat2x5, I think it was just omitted in the notation. I am curious to see how the new AB2 ender works, though. It is 4d~6, not j.4d~6, right? It also seems like all 5 of the first Cat2's hit connect, then just the fifth hit of the other 2 Cat2x5, right?
kataridragon Posted August 28, 2010 Posted August 28, 2010 I was wondering when trying to get the ab2 ender what is the last hit of the taunt loop. Is it a Taunt or the j.2d~b? EDIT: Anyways Ive been doing it with a taunt. So I am generally having a hard time not bluebeating when the 236a happens I think it might be that my AB2 and 236a are too slow. As in I'm not inputing them fast enough. So what I believe you could do is buffer from j.2d~5 to the AB2. j.2d~b, 3, 6taunt, 236b Ok the notation is kinda wack (how would you denotate buffering ) but most of you should get the idea. Just start the first quarter circle from j.2d~b and finish it at a 6taunt then do one more quarter circle for AB2. After trying it several time I recommend doing it this way its not as hard as you think to do this. Try to just get a 236taunt, 236b to nab that quick ab2. Thanx Riku
KM Riku Posted August 28, 2010 Posted August 28, 2010 I was wondering when trying to get the ab2 ender what is the last hit of the taunt loop. Is it a Taunt or the j.2d~b? It's after the taunt
kataridragon Posted August 28, 2010 Posted August 28, 2010 Umm also that nico video of those AB2 enders could someone post them on youtube??? Edit: What the *cuss* the video isnt even on nico anymore... I think. I cant read japanese.
Taokakaism Posted August 28, 2010 Posted August 28, 2010 I didn't use 6C. I taunt, i AB2, Cat1x1 IMMEDIATELY, 4D~6, Cat 2x5 -> JC(a little back) -> Cat2x5 -> Cat2x5 (2369c) on the last hit. I figured out what I was doing wrong was doing jumping Cat2x5 for the last hit. I was suppose to Tigerknee. The timing is a little difficult as every hit of AB2 can be jump cancelled. I tried it again in the arcade and it worked, for the tigerknee method. Gonna try to do it on console soon. Edit: There was no extra Taunt
kataridragon Posted August 28, 2010 Posted August 28, 2010 @taokakaism Ok so let me get this straight. taunt, Ab2, taunt, 236a, 4d~6, 236bbbbb, (Jump back) j.c, 236bbbbb, 2369bbbbb....?
Taokakaism Posted August 28, 2010 Posted August 28, 2010 That is correct. you do this as the combo ender in the corner.
kataridragon Posted August 28, 2010 Posted August 28, 2010 That is correct. you do this as the combo ender in the corner. KK meow!!!! Anouther thing since this combo takes anouther taunt albeit in AB2, would you need to have one or two less taunts in your taunt loop to combo right? Although I wouldn't think so considering AB2 cancels taunt.
Cryingvoid Posted August 29, 2010 Posted August 29, 2010 kataridragon Umm also that nico video of those AB2 enders could someone post them on youtube??? Hey, they are there: http://www.youtube.com/results?search_query=bbcs+tao+almost+becoming+two!+combo&aq=f PS: Hell, third ver. (off 6C) does 7.5 or 8 k dmg... Godly Anouther thing since this combo takes anouther taunt albeit in AB2, would you need to have one or two less taunts in your taunt loop to combo right? I suppose, since AB2 is a super cancel, that 'extra' taunt that follows doesn't count, since you do not have to "keep hitstun waiting", that is.
Taokakaism Posted August 29, 2010 Posted August 29, 2010 Sorry for the mistake I made, You cat1 right after AB2. There's no taunt inbetween.
Cryingvoid Posted August 29, 2010 Posted August 29, 2010 The point of successfully finishing the AB2 ender (from the version performed above) is to get in the following: taunt>AB2>taunt>CAT3 (exact input: 236CCC; must hit 6 times strictly)>6Cx2(must hit 4 times strictly, this is to send the opponent higher)>high back jump cancel>cat2 etc. This part can be easily trained right away turning AB2 mode to infinite in training options, and starting with 236CCC part right away against the casually standing opponent (since CAT3 always positions the opponent the same way, everything must be accurate in comparison with the original TL version). UPD: Pardon me, in the TL version, the CAT3 is okay to be 2 hits (input 236C only), since it is enough to bring airborne opponent into knock-out state.
kataridragon Posted August 29, 2010 Posted August 29, 2010 kataridragon Hey, they are there: http://www.youtube.com/results?search_query=bbcs+tao+almost+becoming+two!+combo&aq=f PS: Hell, third ver. (off 6C) does 7.5 or 8 k dmg... Godly Those are different from the nico ones. who made them??? Sorry for the mistake I made, You cat1 right after AB2. There's no taunt inbetween. Its ok thanx. and i liked it better w/o the extra taunt
Cryingvoid Posted August 29, 2010 Posted August 29, 2010 Dunno, but 236C ver. seems to be clearer to understand. Anyways, this ender is pretty complicated. Hope one time someone will come and explain the hard parts and share some tips :3
Taokakaism Posted August 30, 2010 Posted August 30, 2010 Actually, 236C is all it needs. The extra 236C is to make them assured knockdown, for the 6C to perform well. So it acts as a... 'hit combo confirm?' or so to speak
Final_Round Posted August 30, 2010 Posted August 30, 2010 damn man, i 'm seriously starting to hate tao's enders . what is the best ender to go for like i try to go for 9d9 wait 3d6 then 236bbb but i can't get it consistenly to save my life it's either i never get the last hit or i bounce off of them not even landing a cat2.. anytips
kataridragon Posted August 30, 2010 Posted August 30, 2010 Ok cool so during ab2 the 236c does the knockdown and 6c hits afterwards into catspirt2. However in the third video I think the tao hits with 6c Tloop and at the end after the combo reached 20 he does ab2 then taunts and the 236c. Also It can be noted that in these combos it seems as though he doesn't try to hit with all of the hits from cs2 just the end hits for wallbounce. So the key to this maybe that you don't wanna try to hit with all of catspirit2 just the last hit. The tao also seems too keep that consistent by doing 236c to make them as low to the ground as possible so when he jumps into cs2 he starts above them but falls into them with the last hit. It really makes a lot of sense.You hit with the end of cat2 to get just the wallbounce thus they don't get the opportunity to tech and since the meat of the damage is in the last hit of cs2 its all gravy. Meow!!
XDest Posted August 30, 2010 Author Posted August 30, 2010 Oh wow, you only need 25 heat to do the 6C one, heh. Edit: Off 6C, this does 8.8k.
Warahk Posted August 30, 2010 Posted August 30, 2010 is the best follow up to anti-air 5B > 5C and 5C and 2d~6 the trial 10 ender? Anti-air 5B > 5C > 2D~6 > 3D~C > 3D~A > 9D~5 > 6D~6 > j.C > 9D~9 > 3D~3 > 236B > 3D~3 > 236BBBBB (3925) Anti-air 5C > 2D~6 > 3D~C > 3D~A > 9D~5 > 6D~6 > j.C > 9D~9 > 3D~3 > 236B > 3D~3 > 236B > 3D~3 > 236BBBBB (4784) Anti-air 2D~6 > 3D~C > 3D~A > 9D~5 > 6D~6 > j.C > 9D~9 > 3D~3 > 236B > 3D~3 > 236B > 3D~3 > 236BBBBB (4314)
XDest Posted August 30, 2010 Author Posted August 30, 2010 is the best follow up to anti-air 5B > 5C and 5C and 2d~6 the trial 10 ender? Anti-air 5B > 5C > 2D~6 > 3D~C > 3D~A > 9D~5 > 6D~6 > j.C > 9D~9 > 3D~3 > 236B > 3D~3 > 236BBBBB (3925) Anti-air 5C > 2D~6 > 3D~C > 3D~A > 9D~5 > 6D~6 > j.C > 9D~9 > 3D~3 > 236B > 3D~3 > 236B > 3D~3 > 236BBBBB (4784) Anti-air 2D~6 > 3D~C > 3D~A > 9D~5 > 6D~6 > j.C > 9D~9 > 3D~3 > 236B > 3D~3 > 236B > 3D~3 > 236BBBBB (4314) From what I've seen, yes. The trial 10 ender is the best non-taunt ender if there's enough untechable time for it. 2D probably wouldn't be low enough to the ground for it though, it's usually better to do 2D~5 -> 6D~6 into a lesser non-taunt combo.
XDest Posted August 30, 2010 Author Posted August 30, 2010 If they don't tech after the AB2 ender, if you get 2 more cat spirit 2 hits in, you can chain that into hexa-edge for more hilarity. Any way to make this hexa-edge guaranteed? Also, max taunts from 6C only needs 20 heat to AB2, not 25. Just found the delay that makes the AB2 ender consistent: You need to go as high up as possible for the last taunt. Then you go into AB2. Then you delay a bit (you'll have to find the amount). Then you Taunt 236C, the 236C should JUST BARELY hit the opponent. This will make 236C -> 6C possible. Then the rest of the combo should become possible to get consistently. It's all dependent on that delay it seems.
Warahk Posted August 30, 2010 Posted August 30, 2010 From what I've seen, yes. The trial 10 ender is the best non-taunt ender if there's enough untechable time for it. 2D probably wouldn't be low enough to the ground for it though, it's usually better to do 2D~5 -> 6D~6 into a lesser non-taunt combo. whats the best follow up for 6d~6, i can't figure anything out (j.c > 9d~9 > cat2 loop?) also regarding 6c into AB2, you do 12 taunts before the activation? i really want to learn this ender. i think it's the flashiest thing tao has . is it character specific? i know taokakaism said he did it initially on hakumen edit: sorry, can i get the inputs for after the activation
XDest Posted August 30, 2010 Author Posted August 30, 2010 whats the best follow up for 6d~6, i can't figure anything out (j.c > 9d~9 > cat2 loop?) also regarding 6c into AB2, you do 12 taunts before the activation? i really want to learn this ender. i think it's the flashiest thing tao has . is it character specific? i know taokakaism said he did it initially on hakumen edit: sorry, can i get the inputs for after the activation Off 2D normal hit [4152] or CH air j.C/j.B->land [~3750]: 2D~5 -> 6D~6 -> j.C -> .. 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 Also, I've confirmed the AB2 ender for everyone but Carl, Tager, and Arakune. Carl I'm probably just timing wrong, and Tager/Arakune need an alternate ender to work, which I don't know about yet.
Warahk Posted August 30, 2010 Posted August 30, 2010 Off 2D normal hit [4152] or CH air j.C/j.B->land [~3750]: 2D~5 -> 6D~6 -> j.C -> .. 9D~9 -> j.2D~C -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 Also, I've confirmed the AB2 ender for everyone but Carl, Tager, and Arakune. Carl I'm probably just timing wrong, and Tager/Arakune need an alternate ender to work, which I don't know about yet. thanks man. for the AB2 ender it's: taunt > 236C > 6C > jump around cat2?
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