XDest Posted September 13, 2010 Author 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??? Missed the taunt before the cat3 there. Must have been tired.
RinHara5aki Posted September 13, 2010 Posted September 13, 2010 huh how do you jump cancel a taunt into cat3 :v: im so confused on how this thing works. Just tell me what is the EASIEST AB2 enter for this thing so I can practice it and go from there.
CakeWasBannedd Posted September 13, 2010 Posted September 13, 2010 huh how do you jump cancel a taunt into cat3 :v: im so confused on how this thing works. Just tell me what is the EASIEST AB2 enter for this thing so I can practice it and go from there. Tao's taunt can only be cancelled in a few ways. You can do specials (236CC,214D,236A,etc etc) or you can do Supers (AB2, 214214C, 236236D). However, in AB2, nearly everything is jump cancellable, and that includes taunts.
RinHara5aki Posted September 13, 2010 Posted September 13, 2010 many moves in AB2 are jump cancelable, but taunts are not jump cancelable normally/mid-combo in AB2 try it yourself only special cancelable like in any other taunt combo :v::v: the mystery continues and i still want an easy ab2 cat3 combo :<
Warahk Posted September 13, 2010 Posted September 13, 2010 hey rin, you keep calling cat2 cat3 but yeah theres no taunt after the activation
lurch_E_bean Posted September 13, 2010 Posted September 13, 2010 Mid-screen, tauntless, AB2 combo I found last night: http://www.youtube.com/watch?v=pFNUX8ftfEY 5c, 3c, 236236b, 5d~6, j.236bbbbb, JC(9), j.236bbbbb, JC(8), j.236bbbbb Only got it to work on Haku-men and Ragna, though. Still, it's 5k off 5c (video uses CH, but it's not necessary).
RinHara5aki Posted September 13, 2010 Posted September 13, 2010 oh damnit yeah whoops i mean cat2... goddamnit Interesting looking combo lurch
XDest Posted September 13, 2010 Author Posted September 13, 2010 Oh I see, I thought you were talking about 236C. Yeah, I haven't been able to do AB2->8236B yet, the timing is probably so incredibly strict. Unfortunately, there's no easy AB2 ender, because of the nature of it. The most common are the AB2->Taunt->236C and the AB2->236A->4D~6 types around here though. Although apparently AB2->236A->j.D and AB2->236A->HJC7->j.2D~6 is also doable.
lurch_E_bean Posted September 15, 2010 Posted September 15, 2010 I got another mid-screen AB2 combo last night. 6c -> 236236b -> 5d~6 -> j.236bbbbb -> JC(9) -> j.236bbbbb -> JC(8) -> j.236bbbbb Works on Noel, and probably a few others, but it's kind of pointless, since it doesn't do much more than a meterless, tauntless BnB. Still, it might be a starting point for something better. I came really close to getting this to work: 5c -> 3c -> 236236b -> 6c -> 5d~6 -> j.236bbbbb -> JC(9) -> j.236bbbbb -> JC(8) -> j.236bbbbb I think it can work, but I still kind of suck at these. I'll keep trying, but if someone else wants to give it a shot, that would be helpful.
RinHara5aki Posted September 15, 2010 Posted September 15, 2010 XDest: What the hell did you do in your tauntless vid?! It was something like 5b -> 3c -> AB2 -> 6c -> quickdash/cancel -> 6c -> SJ9 -> 2346bbbb etc etc wtf how did you do that little dash after that 6c in AB2? Lurch: I'm gonna try your combo's instead xDD the 3c AB2 5d~6 combo's are much more friendly..
KM Riku Posted September 15, 2010 Posted September 15, 2010 Rin: It wasn't a "little dash", it was just a 2B
RinHara5aki Posted September 15, 2010 Posted September 15, 2010 goddamnit between the AB2's i couldn't see anything i couldn't even make out what it was D: alright thanks lol
KM Riku Posted September 18, 2010 Posted September 18, 2010 God...doing AB2 ender using j.D route is so much easier against Hazama. Since a lot of BR players are playing Hazama now, I was training it against him a lot, but it's fucking annoying get it right using the 4d~6/taunt->236c route. The only problem is that's little more hard to control the j.236B extra hits than using 4d~6/taunt->236C. Edit: For Hazama, keep him at low height and do like this: taunt->AB2->Cat1->JC->j.D~6->Cat2x5->*JC8 (don't jump too low)->Cat2x5->**JC7->Cat2x5 * If you jump too low, the Cat2 will hit more and the third Cat2 will miss; ** be very quick here and make sure that there won't be any extra hits from the second Cat2x5
Lord Knight Posted September 21, 2010 Posted September 21, 2010 Is there a max taunt list off ____ hit? EDIT: I need to fucking read the first post omg
CakeWasBannedd Posted September 21, 2010 Posted September 21, 2010 Is there a max taunt list off ____ hit? EDIT: I need to fucking read the first post omg I was about to say
kataridragon Posted September 23, 2010 Posted September 23, 2010 O_O Woah!!! New Ab2 enders!!! I havent been here in a bit after the lok told me rachel was getting buffed. I need to hop on these enders like Taos 214214c. Also I feel better knowing ragna is hard to combo ab2s on. I used him for meat. Edit: Omg Lurch that is so good. A mid screen ab2 like that. My mind is blown.
Final_Round Posted September 25, 2010 Posted September 25, 2010 Well, i was working on this the transcript for xdest tauntless combo video.... some of these aren't perfect so, if someone good check it and see. Thanks to cryiingvoid for helping. hope this helps Kitty Master Piece Theater 2 combo list 1. 5b ->3c ->6d~b[hit] ->5c ->2d~6-> j.2d~c ->j.2d~c ->j.c ->...->9d~9 ->jc ->...->9d~9-> 3d~>6->j.236b[x5] 19 hits 3656 2. ch j.c land ->5b ->3c ->6d~b [hit] ->5c ->2d~6 ->j.2d~c ->j.c ->...->9d~9 ->3d~6-> j.236b[x5] 17 hits 3186 3. ch 6c ->236c[x2] ->2d6 ->j2d~c ->j2d5~a ->9d~5-> 6d~6 ->j.c ->...->9d~9 ->3d~3 ->236b ->3d~3->236b[x5] 18 hits 4781 4. ch 2b-> 6a[1hit] ->JC ->j.2d~b[hit] ->5c ->2d~6 ->j2d~c ->j.c ->...->9d~9 ->3d~3 ->j.236bx5 14 hits 2871 5. ch 236c[x2]-> 2d~6 ->j.2d~c ->j.2d~a ->9d~9 ->6d~6-> j.c-> 3d~3-> j.236b ->3d~3-> j.236b[x5] 17 hits 3680 6. ch 5b-> 3c-> AB2(Activate) ->6c->6c [charge slightly] ->HJC7 ->j.236b[x5]-> HJC8 ->J.236b[x5]-> HJC9 ->j.236b[x5] 18 hits 7. going to corner ch j.c ->5c ->2c ->3c ->AB2(Activate) ->6c -> 6c [charge slightly] ->HJC7 ->j.236b[x5] ->HJC8 ->J.236b[x5]-> HJC9 ->j.236b[x5] 19 hits 8. ch 2a ->3c ->AB2(Activate) 6c -> 6c [charge slightly]->HJC7 ->j.236b[x5]-> HJC8 ->J.236b[x5] ->HJC9 ->j.236b[x5] 17 hits 9. ch 5b ->3c ->6d~b[hit] ->5c ->2d6 ->jc ->9d~9 ->jc ->j2d~c ->j.c ->...->9d~9-> 3d~6 ->j.236b[x5] 18 hits 3860 10. ch 2a ->3c ->6d~b[hit] ->5c ->2d~6 ->jc ->...->9d~9 ->jc ->...->9d~9 ->3d~6 ->j.236b[x5] 15 hits 2400 11. 5b ->3c ->6d~6 ->j.c ->6d~6 ->jc ->...->9d~9 ->j.2d~c ->jc ->...->9d~9 ->3d~6 ->j.236b[x5] hits 12. j.bc ->236cx2 ->2d~6 ->j2d~c ->j2d~c ->j.c-> ...->9d~9 ->jc ->...->9d~9 ->3d~6-> j.236b[x5] 17 hits 13. ch 2d~5 ->j.4d~6-> 6d~6 ->jc ->...->9d~9 ->j.2d~c ->jc ->...->9d~9 ->3d~3 ->j.236b ->3d~3 ->j.236b ->3d~3 j.236b[x5] 14. ch j.c ->2d~6 ->j2d~c ->jc ->...->9d~9 ->jc ->...->9d~9 ->3d~3 ->j.236b ->3d~3 ->j.236b[x5] 17 hits 15. ch j.c ->2d~5-> 6d~6 ->jc ->...->9d9 ->j2d~c ->jc ->...->9d~9 ->3d~3 ->j.236b-> 3d~3-> j236b[x5] 16 hits 16. ch j.c ->2d~6 ->j2d~c ->j2d~a ->9d~5 ->6d~6 ->jc ->...->9d~9-> 3d~3 ->j.236b-> 3d~3-> j.236b[x5] 16 hits 3800 17. ch j.6d~b[hit] ->land 66 ->5b-> 5c-> 2d~6-> j2d~c-> j.2d~c-> jc->... ->9d~9-> jc-> ...->9d~9-> 3d~3-> j.236b-> 3d~3-> j236b[x5] 18 hits 3860 18. ch 2d~a ->6c[x4]-> 236c[x2]-> 2d~3-> j.2d~c-> jc-> ...->9d~9-> 3d~6-> j.236b[x5] 17 hits 19. 4bc-> 214d ->44 ->j2d~b[hit]-> 5c ->2d6-> j.2d~c ->j.2d~c-> jc-> 9d9-> jc-> ...->9d9-> 3d~6-> j.236b[x5] 17 hits 20. ch j.a[x3]-> 9d~9-> 3d~3-> j.236b-> 3d~3-> j.236[x5] 14 hits 21. ch 6a antiair-> JC-> j.b-> j.c-> ...->9d~9-> j.2d~c->j.c->...-> 9d~9-> 3d~3-> j.236b-> 3d~3-> j236b[x5] 15 hits 22. ch 6c ->6d~6-> jc-> ...->9d~9-> j2d~c-> jc->...-> 9d~9-> 3d~3-> j.236b-> 3d~3-> j236b[x5] 17 hits 23. ch 6c-> 236c[x2]-> 2d~6-> j2d~c-> jc ->6d~6-> jc-> ...->9d~9-> 3d~3-> j.236b-> 3d~3-> j.236b[x5]-> RC-> fall-> hexa edge 25 hits 24. 6b ->5b-> 3c-> 6d~b[hit] ->5c-> 2d~6-> jc->...-> 9d~9-> jc-> j2d~c-> j.c->...-> 9d~9-> 3d~6-> j.236bx5 25. in corner only 6c-> 5d~a-> 22c-> 2d~5-> 6d~6-> jc->...> 9d~9-> j2d~c-> jc ->...->9d~9-> 3d~3-> j.236b 3d6-> j.236b[x5] 20 hits 4888 26. 4bc->7D4~B[hit] charge->22c-> 2d6 ->j2d~c ->j.2d~c ->jc ->...->9d9-> j.236b[x5] 19 hits 4k 27. ch j.c-> 6c[x2]-> 2d~6 ->j2d~c ->j.2d~c-> jc ->...->9d~9 ->j.236b[x5] 18 hits 3800 28. goldburst ->66->6c->[charge] ->astral finish
GKHiryu Posted September 25, 2010 Posted September 25, 2010 THANK YOU. Recently I have a PC so bad it couldn't even play youtube vids without lags. Are those combos universal or not? I guess Carl's out or question, but Litchi/Hazama?
Final_Round Posted September 25, 2010 Posted September 25, 2010 THANK YOU. Recently I have a PC so bad it couldn't even play youtube vids without lags. Are those combos universal or not? I guess Carl's out or question, but Litchi/Hazama? some of them are, but ask xdest since all these were done on ragna, i don't know which ones work on litchi,hazama or carl, or which ones can work on tager . But carl hit box isn't as bad as it was in CT lol. Like i said, on some of these if, i can get some help from the tao community, to figure which combos inputs are wrong and need correct, also for the correct number of hits and damage.Because i spent like 2 hours going back and forth figuring out, which inputs are which. Since i'm not a high level tao it look long lol Heres the video to it, for ease of access without going to the first page http://http://www.youtube.com/watch?v=JI3eYKAJi1I
XDest Posted September 25, 2010 Author Posted September 25, 2010 Actually Carl has a normal hitbox for Taokaka in CS for the most part. The annoying are Litchi/Mu which don't allow you to do 5B->6A while they're crouching, characters that don't allow 5C->2D~6 in non-taunt combos like Litchi, Hazama, Tsubaki, Rachel, etc... Also any 6C in the corner in AB2 enders is usually 2 6Cs (with the second one being slightly charged), unless you're against Tager (in which you leave out the second 6C). It's charge2->7D4~B, not what you put down. Also, specify when there's delays for j.C -> .. -> 9D~9, as that's usually what it is.
Final_Round Posted September 25, 2010 Posted September 25, 2010 Actually Carl has a normal hitbox for Taokaka in CS for the most part. The annoying are Litchi/Mu which don't allow you to do 5B->6A while they're crouching, characters that don't allow 5C->2D~6 in non-taunt combos like Litchi, Hazama, Tsubaki, Rachel, etc... Also any 6C in the corner in AB2 enders is usually 2 6Cs (with the second one being slightly charged), unless you're against Tager (in which you leave out the second 6C). It's charge2->7D4~B, not what you put down. Also, specify when there's delays for j.C -> .. -> 9D~9, as that's usually what it is. That's why i asked, you and everyone else, becasue i don't know which ones have a delay and which ones dont', i just went by what i saw and wrote it down. Also if it was possible, i wanted to add a category, for like large frame, small, and middle that the combos actually work on, since everyone is constantly asking, " what combos work on who and which ones are specific", so get rid of any people over flooding the threads with the same questions. What do you think xdest? EDIT: I' will be editing things as you guys tell me them, so, i have two tabs open to edit and check which posts. Xdest can you just write the number, ie" #24 needs a .... at this part " to make it easier.
KM Riku Posted September 25, 2010 Posted September 25, 2010 Hun...5B->3C->D~B>22C works on Carl and Hazama at all? Midscreen I only get it when I'm too close.
XDest Posted September 25, 2010 Author Posted September 25, 2010 Yeah, that's the problem with combos involving 22C, you have to be closer to them horizontally, and have to time it as fast as possible. But if you know when you can get it in, it definitely prorates less, leading to longer, slightly more damaging combos.
Cryingvoid Posted September 26, 2010 Posted September 26, 2010 Final_Round Actually, almost each of those combos, except for AB2 ended ones, are mostly universal. The timing for delay parts may be different, but it is possible to not whiff on everyone of the cast. The delays should be specified in every part where j.c->9d~9 is present. It should look like j.c->..->9d~9. To think about it, it is quite important for this is the very place you might whiff the combo most often. The most tricky part. In order to connect forthcoming 3d~3->j.236b[x5] one should master this delay not to appear too high, what will whiff last hits of 236b set.
Final_Round Posted September 26, 2010 Posted September 26, 2010 Final_Round Actually, almost each of those combos, except for AB2 ended ones, are mostly universal. The timing for delay parts may be different, but it is possible to not whiff on everyone of the cast. The delays should be specified in every part where j.c->9d~9 is present. It should look like j.c->..->9d~9. To think about it, it is quite important for this is the very place you might whiff the combo most often. The most tricky part. In order to connect forthcoming 3d~3->j.236b[x5] one should master this delay not to appear too high, what will whiff last hits of 236b set. ok so you mean for the last part in the combo,... like when you are officially going to end it. or in every part that has a j.c to 9d9 ?
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