KM Riku Posted September 4, 2010 Posted September 4, 2010 I have been testing the Taokaism's AB2 ender (let's just call this "alternative AB2 ender") some more, and you need to keep your opponent at very low height or delay the 236a a little like the normal AB2 ender, otherwise the first 236bbbbb will hit a few more hits and the opponente will be able to tech before the third 236bbbbb. Also make sure that won't be any extra hits after the Tao clone's last 236b, it can make the opponent tech faster. I officially hate Makoto and Litchi now, it's very difficult to combo it agaisnt them...I would recommend to not even try the AB2 ender against them in a real match.
Taokakaism Posted September 5, 2010 Posted September 5, 2010 I'm glad this combo seems like a better alternative. As for Tager/Hakumen, Makoto/Litchi/Jin. I would suggest the normal AB2 combo.. Infact, I would advise everyone to do the AB2 ender as your true finish. My method was just a fluke in combo messing around and does lesser damage, albeit easier to execute.
KM Riku Posted September 5, 2010 Posted September 5, 2010 The only problem I really see with the alternative AB2 ender is that it's kinda character specific at some parts. For example, Bang, Mu and Lambda are too fat, sometimes the first 236bbbbb hits a little more and the opponent can tech faster. The normal AB2 ender is more universal. But I got it against a brazilian Carl today, I may upload it later.
Final_Round Posted September 6, 2010 Posted September 6, 2010 is there any combos that you can get from an aa 2d ? i don't know if it's somewhere here but it's 53 pages of info and there's nothing on the front page about getting counter hit from an aa 2d and getting damage from it
XDest Posted September 6, 2010 Author Posted September 6, 2010 is there any combos that you can get from an aa 2d ? i don't know if it's somewhere here but it's 53 pages of info and there's nothing on the front page about getting counter hit from an aa 2d and getting damage from it 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 *Extra 3D~3 ->j.236B for 2D start. Look at the very first post before asking.
KM Riku Posted September 6, 2010 Posted September 6, 2010 From a counter 2D you also can do 2D CH->j.4D~B->taunt loop or 2D CH->j.4D~6->j.C->5D~6->j.C->...->9D~9->2D~C->j.C->...->9D~9->3D~3->j.236B->3D~3->j.236Bx5 for ~4300 (it's less height dependent than the other combo, you just have to time right). Anyway, I found this video of Keita using a AB2 ender doing AB2->taunt->236C->236C->6C->6C->7HJ->etc etc...it's easier to do like this or something? I could test it myself, but I'm quite busy with somethings.
Final_Round Posted September 6, 2010 Posted September 6, 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 *Extra 3D~3 ->j.236B for 2D start. Look at the very first post before asking. oh, sorry, but i seen it under the combo enders and thought it was just used for a ender and not a specific anti air combo
kataridragon Posted September 7, 2010 Posted September 7, 2010 Anyway, I found this video of Keita using a AB2 ender doing AB2->taunt->236C->236C->6C->6C->7HJ->etc etc...it's easier to do like this or something? I could test it myself, but I'm quite busy with somethings. Ok this is what I always thought should happen when you do the ab2 ender. In our version we hit once with the 236c and time it so it takes them the most amount of time for the opponent to hit the ground and the second image doesnt hit. In this version the first 236c hits once and throws them on the ground then the second hits twice, once with Tao then again with the after image. Since the after image hits later in taos recovery the hit stun is extended. Edit: It probably makes the timing for 6c, 6c way easier. Oh cool also in that vid he does a hexa-edge connects then rapids into a 6c taunt loop at about 1:14. Also he goes for a different oki approach a, TLoop, 214d, 2d~c, 5d~a, 2a (1hit) JC, 236bbbbb. Could be easier then current way just different i guess. EDIT AGAIN: I have tested the hexa-edge, RC, 6c concept. Notes: You can't let hexa-edge's last hit connect, it prorates too hard. So rapid on 4th hit of hexa. Opponent must be in air, Example 3c, jumping. All combos were done on bang. There is plenty of time for 6c after hexa. So far 6c hexa taunt loop doesn't work to well. It does a little less damage and wastes meter. 5b, 2a, doesn't do very good damage only 3801. 3c seems to be a good idea since it puts them into a taunt-able state but its still expensive. Works well away from wall as opposed to just 5d~b after 3c in the corner. 3c, 236236d, Rapid on 4th hit, 6c, loop x 4, 5c ender. (4449) (I couldn't land last hit of 236bx5) If you catch them with hexa-edge while they are in the air you can go ahead and rapid, 6c, tloopx7, 5c ender and net yourself a 5474, it builds about 42 meter. Everything else wont really work because for this to happen they must be juggled or not on the ground. Meow!!!
XDest Posted September 8, 2010 Author Posted September 8, 2010 Updated the first post with Tager/Jin AB2 enders. What's a good, consistent Arakune one?
Taokakaism Posted September 8, 2010 Posted September 8, 2010 Updated the first post with Tager/Jin AB2 enders. What's a good, consistent Arakune one? With that, I would like to add that my "Alternate AB2 ender" works on EVERYONE. Height and delay inputs are different for some characters such as Arakune, Jin and Tager. A consistent one would be AB2 -> Taunt -> 236C -> 6C -> 6C -> ......
DopeSauce Posted September 8, 2010 Posted September 8, 2010 so i decided to try to play tao and i was wondering is it hard to transition from playing at home to at an arcade because the taunt button at the arcade is usally the start button and its place so far from the other buttons?? and one more thing how long did it take for you guys to get decent with tao cause im have the hardest time with the timing on her combos especially after her drive moves when im suppose to press B after it hits any tips?
KM Riku Posted September 8, 2010 Posted September 8, 2010 With that, I would like to add that my "Alternate AB2 ender" works on EVERYONE. Height and delay inputs are different for some characters such as Arakune, Jin and Tager. A consistent one would be AB2 -> Taunt -> 236C -> 6C -> 6C -> ...... I know this is kinda tiresome, but could you do a "list" of what you need to time right against every character? I won't have time to play for 2 weeks and I really can't test it at all for now.
TaoFTW Posted September 8, 2010 Posted September 8, 2010 so i decided to try to play tao and i was wondering is it hard to transition from playing at home to at an arcade because the taunt button at the arcade is usally the start button and its place so far from the other buttons?? and one more thing how long did it take for you guys to get decent with tao cause im have the hardest time with the timing on her combos especially after her drive moves when im suppose to press B after it hits any tips? I played BB in the arcade for two years with the start button next to my elbow, left pinky, right index finger and halfway across the board. The moment you learn how to taunt loop in the arcade, you can do it anywhere. Granted, it took me a solid eight months to do it, but it paid off.
RinHara5aki Posted September 8, 2010 Posted September 8, 2010 I played BB in the arcade for two years with the start button next to my elbow, left pinky, right index finger and halfway across the board. The moment you learn how to taunt loop in the arcade, you can do it anywhere. Granted, it took me a solid eight months to do it, but it paid off. http://www.youtube.com/watch?v=M3_tQs7c8_E :P :3
kataridragon Posted September 8, 2010 Posted September 8, 2010 I play on a console with my taunt set as the SF equivalent of roundhouse. Im not sure how easy it would be for me to tloop in an arcade. I'll probably embarrass myself if I ever find myself in that situation . Good thing most tourneys are for consoles these days.
XDest Posted September 9, 2010 Author Posted September 9, 2010 (Complete middle of the screen only) 5B -> 3C -> AB2 -> 6C -> 6C -> 2B whiff -> 6C -> 6C -> HJC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC9 -> j.236Bx5 [5.1k] Could probably be worked around on other parts of the screen by whiffing different moves and changing up the number of 6Cs. This even works on 2A->3C midscreen for 4.5k. I'd like to find something that's a little less position specific though. Obviously trying to find high damage non-taunt stuff for CS2, this is the first place I thought to look. Although we don't know what the next few loketests have in store for Taokaka. It looks like she's keeping all of her CS non-taunt BnBs though.
RinHara5aki Posted September 10, 2010 Posted September 10, 2010 I thought they were changing cat2 properties though?? Well we'll see it IS only a loketest it's not stone set yet.
XDest Posted September 12, 2010 Author Posted September 12, 2010 No, they haven't said anything about that. That was about the new j.B possibly being the CT cat2. btw, I was fiddling around with 22C in non-taunt combos, it seems it prorates slightly less than 5C. This leads to interesting combos. As well, 5B D~B 5C will not work on Litchi and Hazama, but 5B D~B 22C will. 5B -> 5D~B -> 22CxN -> 2D~6 -> j.2D~C -> j.D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236Bx5 [3764] 6C -> 5D~B -> 22CxN -> 2D~6 -> ... -> j.2D~C -> j.D~A -> 9D~5 -> 6D~6 -> j.C -> .. -> 9D~9 -> 3D~3 -> j.236B -> 3D~3 -> j.236B -> 3D~3 -> j.236Bx5 [5301] Close to 3800 off of 5B. Only 470 damage off from a full taunt loop. Timing 5D~B -> 22C is definitely pretty weird since you almost have to mash 22C directly after you press the B cancel, but you'll get used to it. Edit: I also read on the Japanese forum that j.2D was getting same move proration. But no worries, j.2D~C -> 6D~6 -> j.C -> .. -> 9D~9 -> j.C -> 9D~9 goes in all the same places and does around the same damage. But I think it's almost certain that we'll lose any cat2 loops we had in combos. Hopefully the new j.B will extend things enough for it not to matter. We simply don't have enough info at this point, hopefully the next loketest will have Tao vids.
XDest Posted September 12, 2010 Author Posted September 12, 2010 The 6 routes of ab2 combos (Copied from the japanese forum http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1281638361/292):  ①Cat3 Route   Taunt->AB2->Taunt->Cat3(->Cat3)->6C->..>6C->HCJ7->Cat2x5->JC9->Cat2x5->JC8->Cat2x5  ②j.D Route   Taunt->AB2->Cat1->JC->j.D~6->Cat2x5->JC8->Cat2x5->JC8->Cat2x5  ③ j.2D Route   Taunt->AB2->Cat1->HJC7->j.2D~6->Cat2x5->JC8->Cat2x5->JC8->Cat2x5  ④j.4D Route   Taunt->AB2->Cat1->4D~6->Cat2x5->JC8->Cat2x5->JC8->Cat2x5  ⑤Cat3->Cat1->j.2D Route   Taunt->AB2->Taunt->Cat3->Cat1->HJC7->j.2D~5->Cat2x5->JC8->Cat2x5->JC8->Cat2x5  ⑥Low hitting Cat2 start (I really don't get this one, can somebody please explain it? I think it's VERY character specific if it even works at all.)   Taunt->AB2->Low hitting Cat2x5->JC7->Cat2x5->JC8->Cat2x5 And degree of effectiveness per character: Ragna(High Difficulty)…⑤>①>>②=③>④ Jin...②>③=④>①=⑤ Noel…②>④>③>①Tager…①Simple. Just omit one of the 6Cs. Tao...Is too kawaii to be hit by things like that. (I swear that's what it says). Use ② or ④. Rachel…②>③>⑤>>①=④ Arakune…②>③>⑤>>①=⑥=④ Bang…②=④>③>①=⑤ Litchi…②=④>③>①=⑤ Carl…④>⑤>①>②=③ Hakumen…Any. Lambda…②>①=⑤=③>>④ Tsubaki…②=④>①=⑤=③ Hazama(High Difficulty)…⑤>①>②=③>④
lurch_E_bean Posted September 12, 2010 Posted September 12, 2010  ⑥Low hitting Cat2 start (I really don't get this one, can somebody please explain it? I think it's VERY character specific if it even works at all.)   Taunt->AB2->Low hitting Cat2x5->JC7->Cat2x5->JC8->Cat2x5 http://www.youtube.com/watch?v=RcoZggp18oc#t=4m16s Tsujikawa does it twice in that match. He was trying it all during that set, but he only hit the full thing on Hakumen. He got a Litchi with 2 sets of Cat2, but that KOed her, so who knows if the third would hit. Not surprised if it only works on Hakumen, Arakune, and maybe Tager (everything works on Tager)...
KM Riku Posted September 12, 2010 Posted September 12, 2010 And degree of effectiveness per character: Ragna(High Difficulty)…⑤>①>>②=③>④ Jin...②>③=④>①=⑤ Noel…②>④>③>①Tager…①Simple. Just omit one of the 6Cs. Tao...Is too kawaii to be hit by things like that. (I swear that's what it says). Use ② or ④. Rachel…②>③>⑤>>①=④ Arakune…②>③>⑤>>①=⑥=④ Bang…②=④>③>①=⑤ Litchi…②=④>③>①=⑤ Carl…④>⑤>①>②=③ Hakumen…Any. Lambda…②>①=⑤=③>>④ Tsubaki…②=④>①=⑤=③ Hazama(High Difficulty)…⑤>①>②=③>④ Hun...does this mean that the j.D route is the most universal AB2 combo (except for Carl, Ragna, Hazama and Tager)?
XDest Posted September 13, 2010 Author Posted September 13, 2010 Apparently. I can't time the j.D or j.236B itself ones at all yet. I'm mostly familiar with the Taunt->236C and 236A->4D~6 ones.
kairless Posted September 13, 2010 Posted September 13, 2010 The j.D version is pretty tricky. On some characters you have to jump a little higher so the the last part of Cat2x5 hits only. I suck at doing the rest of them unfortunately.
RinHara5aki Posted September 13, 2010 Posted September 13, 2010 I dont understand how you just strait cat 3 after AB2... do you have to TK the cat 3 right after ab2???
Warahk Posted September 13, 2010 Posted September 13, 2010 I dont understand how you just strait cat 3 after AB2... do you have to TK the cat 3 right after ab2??? is it possible to TK it without super jumping? cuz if you super jump you fly past them, i've watched a bunch of the videos but i don't know how to do these AB2 enders. i thought this one would be the easiest since all it consists of is 3 cat2's, but i haven't figured it out yet. i still dont get the 236c one. tao always jumps way the fuck back when i jump cancel 6c
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