XDest Posted February 12, 2010 Author Posted February 12, 2010 Hm, maybe j.B j.C JC j.B+C after the oki ender. I'm pretty sure you're at advantage when your purple grab is broken, and this will always be done right next to the corner with your opponent always at the same height. And you will always have 2 jumps and an airdash left. Can anyone think of a better ender to it other than doing nothing and waiting for them to get up?
Final_Round Posted February 14, 2010 Posted February 14, 2010 WOW, i haven't been here in a while, well, iam back .. great thread xdest
Ronove Posted February 23, 2010 Posted February 23, 2010 So I had the chance to mess with CS Tao again. So far I'd like to confirm with XDest and the other that with the CT-like ender the max amount of taunts with a 5B starter is 3, although I only did try it with 236CC. Maybe with 214D > j.2D~B > 5C there might be a chance to add one more taunt before that? In any case 3.7K off three taunts is pretty delicious since I'm still working on my repetitions consistency I can atleasy safely manage up to three right now without bluebeating the combo. Still having trouble with the 3D~3 oki ender because the ~C cancel seems to start later and I tried it only a couple of times, so I need to adjust timing and again muscle-memorize it. One more thing: has anyone succesfully managed to get a nice damaging combo off an horizontal drive loop? So far all I did was doing the classic two horizontal drive loops > j.5D~A > double 9D~9 > 3D~3 > CAT2 ender. Does any of you know if you can add the CAT2 at the end? I fear using so many horizontal and vertical drives might not provide enough time to pull it off but I totally forgot to try this out as I was absorbed in testing and training mostly taunt combos and various enders. [edit] I just realized we lack a general discussion thread for Tao, all the other character subforums have one. It'd be useful even to share quick impressions for CS Tao that are not solely combo-related :X
PlasticChicken Posted February 24, 2010 Posted February 24, 2010 Actually from 5b you can get 5 taunts with the 236cc ender and 6 taunts with the 5c ender. 5c ender does 4.3k~
XDest Posted February 24, 2010 Author Posted February 24, 2010 Yeah, all the values given on the first page use the 5C ender, as that's currently the best in terms of taunt combo damage. So, 6 taunts/4235 damage for 5B. I wonder if there's any way using more drive cancels to get more damage from 5C? I guess if there was, Kazu would've already tried it, that man knows his stuff.
Ronove Posted February 25, 2010 Posted February 25, 2010 I've seen Kazu using the 5C launcher route, and doing [...] > 5C > 2D~5 > j.5D~A > 9D~9 > 9D~9 > 3D~3 > 236Bx5 On the other hand Denpa seems to prefer the oki ender. I think this depends more on the matchup though. Like, having oki against characters who don't have good reversals (Bang, for example) without meter is a better choice than squeezing more damage and having to work hard again to get in. By the way, when I meant 3 taunts + 236CC I was talking about using the CT-like ender that XDest mentioned a while ago, the one that goes like 2D~9 > j.C > 9D~9 > 3D~3 > 236Bx5
PlasticChicken Posted February 25, 2010 Posted February 25, 2010 Ah I thought you were just talking about the classic 2d~9 > j.c > 9d~9 > j.c > JC > 236bbbbb Also it might be better to use to oki ender on some characters because the 5c ender is incredibly difficult on certain characters. Try an extra 236b on arakune or tager and most of the time you can rack on an extra 200 dmg. I seen taoftw do this in his videos but you can do 5b > 6a > j.d~b > taunt > 214d > taunt instead to make the timing easier. On midscreen you have to jump a bit before doing the j.d or the 214d won't push the character with taokaka. It makes the combo more stable because a mistimed j.2d~b will alter the timing while a j.d~b start will make it more constant. I only use this in arakune though since you lose damage and untechable time, but hey it works 100% on arakune!
Ronove Posted February 25, 2010 Posted February 25, 2010 Heh, that's interesting. However I guess that it's still better to go for j.2D~B after 6A, despite being more difficult to succesfully pull a loop after that. One thing I noticed that might be worth mentioning regarding the loop execution: as you guys already said, the correct way to get the loop going is to not rush the j.2D~B after the 214D (in midscreen position), and that the opponent has to be hit at Tao's hip/bust height. Now, what I noticed when I couldn't succesfully pull the loop off was that no matter how I would regulate the timing for the 214D > j.2D~B bit, Tao would still end up hitting the opponent too early with her taunt (making the next repetition whiff). Why would this happen? Because at the beginning of the string when I jump-canceled 6A(1) into j.2D~B I would input 9 (as I've always done in CT) as jump input. Since inputting 9 as jump command makes Tao slightly jump forward, the distance that she has between her and the opponent when she starts the taunt loop is shorter than what it's supposed to be. Inputting 8 (neutral jump) basically solved my problem since I was able to pull the loop more constantly and my success rate increased a lot more.
XDest Posted February 25, 2010 Author Posted February 25, 2010 Yeah, but 9 is still very possible if you're used to it. You'll find that the j.2D~B delays of the first 2 loops will determine if you can do the next 4, or if it'll whiff. 6C taunt combos don't usually have this problem to start with, since if you go too fast, the vast amount of untechable time will give you enough delay time to correct it and continue. You don't have this luxury with 5B, you have to do it right or you're not getting it.
Ronove Posted February 25, 2010 Posted February 25, 2010 You'll find that the j.2D~B delays of the first 2 loops will determine if you can do the next 4 Yep, that's exactly what I noticed. And by inputting 8 instead of 9 it seems (for me, atleast) that I am able to keep the right distance and juggle the opponent at the right height. Mind you, I still do whiff this from time to time (and god knows how or when I'll be able to get a 90% success rate), but with this small correction I'm able to pull the loop off with a lot more consistence. At the very least I get 3 taunts in a row with little problem. :X
CakeWasBannedd Posted March 3, 2010 Posted March 3, 2010 Which ender should i be doing for midscreen taunt loops? I use 2D~5 -> D~A -> 9D~5 -> 9D~9 -> j.236B -> j.3D~3 -> j.236Bx5 when they're in the corner, but occasionally they're at midscreen and I can't seem to hit them with that combo.
XDest Posted March 3, 2010 Author Posted March 3, 2010 Could always do one less loop and end with 236CC 2D~6 j.C 9D~9 j.C JC j.236Bx5 for ~3800 Or you can be fancy, do one less loop and end with 236CC 2D~6 j.2D~C j.D~A 9D~9 ... 3D~3 j.236B~5 for 4005 (only works on mid/heavy)
CakeWasBannedd Posted March 4, 2010 Posted March 4, 2010 About that, Is it really necessary to do any of the new enders? If it's only a difference of around 200 damage then why not just use 236CC 2D~6 j.C 9D~9 j.C JC j.236Bx5?
Ronove Posted March 4, 2010 Posted March 4, 2010 on midscreen I do 236CC 2D~6 j.C 9D~9 3D~3 j.236Bx5 Now I'm trying to learn the cat2 loop since for all those time we get an occasional j.C/5C OTG and want to follow straight with an air combo. Do you guys input 3D~3 > j.236B as the old CT j.C > j.236B string? I mean, inputting the 2D/3D during the 236 motion (like "2D36B" or "23D6B"). Because I noticed that japanese players connect the 236B right as 2D hits which makes me thing that the motion they use is a 2-in-1. I really need to try this next time. If it's possible then it'd make the CAT2 loop actually pretty easy.
XDest Posted March 5, 2010 Author Posted March 5, 2010 Goddamn, 236CC 2D~6 j.C 9D~9 3D~3 j.236Bx5 is useful, don't know how I didn't think of it when I figured out the CT-like ender. Can be done off almost anything for very good results in terms of damage. And it's really easy too, almost no delay between 9D~9 and 3D~3 (compared to the CT-like ender). It also seems to be universal. I think it possibly makes j.C 9D~9 j.C JC j.236Bx5 obsolete since you can use full taunts for it, and need to cut out one for the former ender. Should be useful in linked combos that won't use many taunt loops and therefore will never get to the corner. So possibly, it could boil down to this (Damage based on 5B 6A): Corner (Full taunts): Taunt Loop > 214D j.2D~B 5C 2D~5 j.D~A 9D 9D~9 j.236Bx5 [4235] Non-Corner (Full taunts): Taunt Loop > 236CC 2D~6 j.C 9D~9 3D~3 j.236Bx5 [4001] Corner Oki (Full -1 taunts): Taunt Loop > 214D j.2D~C ... j.D~A Taunt 214D j.236Bx5 (Opt 236236D/j.B j.C/Any aerial) Non Corner (Half taunts/Tauntless): Taunt Loop > 236CC 2D~6 j.C 9D~9 j.C 9D~9 ... 3D~3 j.236Bx5 Fancy Drive Cancels (Full taunts): Taunt Loop > 236CC 2D~6 j.2D~C j.D~A 9D~9 ... 3D~3 j.236Bx5 [4005] Random Aerials: Whatever > j.C 6D~6 j.C ... 9D~9 j.C 9D~9 3D~3 (j.236B 3D~3)xN j.236Bx5 I think that's really all you need in terms of ending combos in CS (Well, the drive cancels one is for style points haha), nothing else really seems to matter. This is the stuff that seems to work best. Going to update the first post with this.
XDest Posted March 5, 2010 Author Posted March 5, 2010 Against Lambda, Tsubaki and possibly Litchi, the 5C enders need to be done at hip level, not head level like you can do with most of them. So, just put bigger delays near the end against those characters. Oddly enough, you don't need to do this with Jin and Hazama. Also, Kazu seems to really be onto something with oki end -> 7 -> j.236Bx5. It's not a combo, but if somebody techs in the air, it seems they'll either end up blocking the j.236Bs (which is fine), getting hit by them easily, getting hit by the 5th hit for a reset launch, or just staying on the ground. Any way you think about it, they don't get away.
CakeWasBannedd Posted March 5, 2010 Posted March 5, 2010 Tao is movin on up~ That's nice to know damage outputs for the enders and the other stuff because I was worrying over which ender to use. When I try to do Corner (Full taunts): Taunt Loop > 214D j.2D~B 5C 2D~5 j.D~A 9D 9D~9 j.236Bx5 [4235] on carl, I can't get another 214D j.2D~B 5C in before he techs. If i do one less taunt and do 5C>ender instead, it hits fine but the damage isn't 4235.
XDest Posted March 6, 2010 Author Posted March 6, 2010 5C should be your 16th hit on 5B -> 6A -> Taunt Loop, I believe, with 26 hits in total.
CakeWasBannedd Posted March 6, 2010 Posted March 6, 2010 After whiffing the ender on my taunt loops for an hour on my friend I said "Screw it, 236CC ender time." It's only a difference of, what, 200 damage? Meh, i'll mash 2A on him twice, theres my lost damage :D
Ronove Posted March 7, 2010 Posted March 7, 2010 Can't remember if this was already posted but CH j.C > (land) > 2D~5 > j.5D~6 > j.C > 9D~9 > j.C > 9D~9 > CAT2 loop Almost 3.6K damage. Pretty good anti-air combo, if you land a CH j.C at the right height from the ground (while the opponent is airborne) he'll be stunned for enough time for you to follow with the rest of the string.
Ronove Posted March 7, 2010 Posted March 7, 2010 5B > 3C > 5D~C (no hit) > j.2D~B > Taunt > 214D > j.2D~B > Taunt > 214D > j.2D~B > 5C > 2D~9 > j.C > 9D~9 > 235Bx5 3.3k damage Pretty nice for a double taunt combo off 3C. By the way, was the CAT2 loop possible on single/double taunt combos? This is something I haven't checked out yet, it'd be pretty interesting if it was though.
CakeWasBannedd Posted March 8, 2010 Posted March 8, 2010 5B > 3C > 5D~C (no hit) > j.2D~B > Taunt > 214D > j.2D~B > Taunt > 214D > j.2D~B > 5C > 2D~9 > j.C > 9D~9 > 235Bx5 3.3k damage Pretty nice for a double taunt combo off 3C. Nice, I was wondering what to do off of 3C. Is this the best damage combo off of 3C?
Ronove Posted March 8, 2010 Posted March 8, 2010 No I think the best ones are still those that do incorporate the taunt loop (either 3C at the corner, or the midscreen ones that go like 3C > 5D~B > dash > Taunt > taunt loop string > etc etc). However it's pretty nice combo and the 5D~C (no hit) > j.2D~B isn't that hard as it could seem to be.
RinHara5aki Posted March 8, 2010 Posted March 8, 2010 Hmm... at some point, we might need to make a beginner/noobie thread for CS Tao. Dunno where else to put this vid. Hope this will help some of the Tao community that is looking to perfect their loop. http://www.youtube.com/watch?v=V66PnfU3Efo
CakeWasBannedd Posted March 8, 2010 Posted March 8, 2010 I was actually thinking about that and it's not like tao is horrible if you don't utilize taunts. If you weren't willing to learn taunt combos properly, she can still get good damage via her old combos. They're just not as easy to pull off, since 5C CH no longer links to 6C. In this video (http://www.youtube.com/watch?v=CyEvBfjxQSM), you see Purrin just play smart, utilizing 5b>3c for not as good damage as taunt combos, but still respectable. In the end though, you're not playing tao to her full potential. Sad but true, tao is a hard character to learn in CS, but I prefer it over CT tao because the payoff in the end is much better.
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