XYZ1234 Posted February 5, 2012 Posted February 5, 2012 Can you still do 5B->3C->RC->66->6C? Might make for interesting midscreen combos. It really looks like 5B->3C->RC->66->6C->214D->j.D~B->5C->5D~5->j.D~A->6C->ender would work fine, but you would have to be close enough. Probably not worth it for the 4k, but I guess an alternative for when you can't midscreen AB2 combo. No it's doesn't work in CSEX. Opponent can tech right away after the 3C knockdown so 6C will whiff. The only way to do it is on a 3C counter hit.
RinHara5aki Posted February 5, 2012 Posted February 5, 2012 3c counterhit actually allows you to do CS2 combos like 236a 5d~b 5c stuff, it looks wierd because they hit the ground when you combo, but it may be 6c-able with an RC. Dunno.
XDest Posted February 5, 2012 Author Posted February 5, 2012 No it's doesn't work in CSEX. Opponent can tech right away after the 3C knockdown so 6C will whiff. The only way to do it is on a 3C counter hit. Aw, would have been cool. Guess I'll wait until I actually get EX before trying out more ideas.
BigBadBrownBear Posted February 15, 2012 Posted February 15, 2012 Well, here's the video. BBCS2 Delayed Loop Demo http://www.youtube.com/watch?v=crCLvmvxOp4 Knowing what to look for at least shows that it's easier to time/react to, though 'in a match' would be something to get used to. was messing around with the delay needed and stumbled upon this post. The "delay the jump cancel until Tao begins to retract her claws" bit made getting the delay down very simple. After about 10 minutes of repetition i can get it almost all of the time. Thanks for the tip.
M19Kamikaze Posted February 15, 2012 Posted February 15, 2012 Hey, guys. Been practicing a bit more and although I know the drives are going to prove difficult, I have the most trouble with getting all of the j.236B hits to connect. Is there some secret to always being at the right elevation because the result is either being too LOW or too HIGH :/
HelpMeLearn Posted February 16, 2012 Posted February 16, 2012 @M19Kamikaze Hey, I think I can answer this question since I'm back for the moment. Getting all the j.236bs to connect actually comes from managing the height at the final j.C. Assuming you're doing: etc. -> j.C -> .. -> j.9d~9 -> j.3d~3 -> j.236b x5, that '..' means 'a very slight pause where both Tao and the opponent actually move.' This allows Tao to descend a little bit below the opponent, relationally speaking. Once you get used to that timing/distance, the rest should come out easily with all the proper hits. @BigBadBrownBear (Bx4) Glad you found it useful @RinHara5aki Thanks, I think that answers my question. So to get that right, you can only advanced input a dash after j.236b if the 5th one comes out?
XDest Posted February 20, 2012 Author Posted February 20, 2012 What's the highest damage consistent combo you could get off CH 6C? I know that CH 6C -> 236C -> 22CxN -> 6D~6 -> j.D~A -> 6C -> 4D~A -> 6C -> AB2 ender is about 6.3k, and CH 6C -> 2C into the same is a bit less and covers less range. I really like the former though, it works both in the corner and midscreen. There's probably something I'm not remembering though. Also, I'm going to work on getting a good combo list going now that the game is released and I can actually test stuff. Anyone want to help?
Mystic d Posted February 20, 2012 Posted February 20, 2012 What would "help" entail? I'd be willing to test stuff out. I was planning on trying to make an "optimal confirms" post at some point in the future when I had the time.
Ronove Posted February 20, 2012 Posted February 20, 2012 Count me in as soon as I get a copy of the game (might be either this week or the next one).
XYZ1234 Posted February 20, 2012 Posted February 20, 2012 I never do CH 6C-236C, as it doesn't happen very often. I always do 6C-214D as if they block 6C I will still be able to retain my pressure while if it counter hit I can still 5B 5C into air ender for some damage. Also please note that doing 6C-236C-22CxN into combo can make your last 236B x 5 whiff . It's all depend on what you use to start the combo though.
NeoGio0o Posted February 20, 2012 Posted February 20, 2012 (edited) CH 6C,214-D is good if your afraid of dropping combos and auto pilots back to pressure if blocked. CH 6C-5D-6/5D(based on distance from corner),6C,blah,blah is a mans hit confirm but you really have to be attentive. (DO NOT TRY AT 3 AM OR LATER) CH 6C-5D-B, stuff, this one is good because it's easy,does 3.8K,doesn't require adjustments,great for clutch. CH 6C, dash barrier, 5C,stuff air ender this one is useful as it is good for burst baiting for a split second, still deals tons of damage and keeps the easy factor. CH 6C, dash barrier, 5C, j.B(2 hits), 5D.A, mans hit confirm. Edited February 21, 2012 by NeoGio0o
Mystic d Posted February 20, 2012 Posted February 20, 2012 Another confirm in the corner off 6C (even non CH) is .. -> 214D -> .. -> j.2D~B -> 22C -> 5D~5 -> j.D~A -> etc.
Cryingvoid Posted February 25, 2012 Posted February 25, 2012 Guys, you aren't going to pollish the 1st post? Is it true to say that Tao can do guaranteed corner carry combos from almost anywhere midscreen (half the screen = 100%)? Since Tsujikawa seems to use only carrying combos when starting midscreen.
XDest Posted February 25, 2012 Author Posted February 25, 2012 Yeah, I'm going to do it sometime this weekend. As for the second post, yes but it depends on the starter.
Ronove Posted February 25, 2012 Posted February 25, 2012 (edited) I finally got my hands on the game yesterday, but only had the chance to test Tao today at the local offline gathering... I think other people mentioned it but.. isn't the 5B>5C>j.B>j.2B>.jC>etc combo sort of hard to pull off on like half of the cast? I think I read that we're supposed to delay it in like a good chunk of tries I only managed to connect the j.B once and I couldn't realize what made the difference. I get the feeling that the reason to delay that bit is because of j.B's weird hitbox, but I still can't find the timing and in specific right now I don't get if I am supposed to delay the jump cancel or just the move. I guess I need to check out the jBBS and fish for some tips about it. :\ [edit]the japanese wiki talks about delaying the jump cancel... which is kind of weird because that means that the opponent will go slightly farther during 5C's hitstun Edited February 25, 2012 by Ronove
XDest Posted February 26, 2012 Author Posted February 26, 2012 I think other people mentioned it but.. isn't the 5B>5C>j.B>j.2B>.jC>etc combo sort of hard to pull off on like half of the cast? Yeah, I still can't get the timing on it unless it's Hakumen/Valk/Relius/etc...
XYZ1234 Posted February 26, 2012 Posted February 26, 2012 (edited) Wait until it feel like Tao is retracting her claw from the 5C, that's about it. Can anybody give me some info on 5C - RC 5D into j.A cause I can't seem to get it unless it's a j.D Edited February 26, 2012 by XYZ1234
RinHara5aki Posted February 26, 2012 Posted February 26, 2012 What basically happens on delayed 5c -> j.b -> j.2b combos is that the 5c j.b link has to be delayed for the opponents hitbox to retract. Its strange because there aren't many combos like that out there, but for the characters which need the delayed combo, I think tsubaki is an example, i forgot, but the frame that she starts to "'recover" from getting smacked in the face framewise is the point you need to have started the j.b. So it should feel like this- 5b -> 5c -> ... -> j.b -> j.2b
NeoGio0o Posted February 26, 2012 Posted February 26, 2012 Delayed standing hit confirms is free, tao's hardest meterless combo is the tager specific throw combo in the corner IMO.
XYZ1234 Posted February 27, 2012 Posted February 27, 2012 Which one are you talking about ? Is it the one in the vid ? On tager I use Throw -> 2D~B -> 22C x 1 -> .... and skip the 2D in the end of the combo and stuff another hit 236x5 to 236x6 for some extra dmg. Gotta admit the timing is quite hard though.
NeoGio0o Posted February 27, 2012 Posted February 27, 2012 Yea I'm talking about the one in the extend taokaka tutorial..the 6C after the 4D-A is way too tight and due to 6C recovery frames on whiff it's a free neutral tech 720. It pretty much makes you decide do combos and probably eat magnatech wheel starter combo for your troubles or take the 2K and return to neutral.I try omitting the 4D-A for a 6C, but it doesn't make it anymore consistent. XYZ type out your combo as I'm.. A)confused becuase I think you mean j.2D when you say 2D and vise-versa B)Need something that is consistent
XYZ1234 Posted February 27, 2012 Posted February 27, 2012 (edited) Sorry about that, here's the whole thing. 6B+C in corner -> j.2D~B -> 22C x 1 -> 5D~5 -> j.D~A -> 6C -> 4D~A -> 6C -> 236C -> 2D~9 -> j.C -> j.8D~9 -> j.8D~9 -> 236B x 6 . The combo is quite consistent, as long as you delay j.2D a bit when Tager nearly touch the ground, although the 236B 6th hit tend to happen quite randomly. If you get the j.2D timing wrong it's will be quite easy to notice and you can change the 22C into a 5C -> 2D to pick up the combo instead of letting Tager tech out. Edited February 27, 2012 by XYZ1234
NeoGio0o Posted February 27, 2012 Posted February 27, 2012 (edited) Good stuff I'll be sure to give this a try, hopefully this will be the answer i was looking for. Edit: combo is perfect. Attention all tao players this man is the answer to your combo tears. Edited February 28, 2012 by NeoGio0o
XYZ1234 Posted February 28, 2012 Posted February 28, 2012 (edited) Glad to be of help. Just a side note but on tager you can always do the j.8D~9 -> j.8D~9 -> j.2D~6 -> 236B x6 ender for extra dmg so you should try to get that 6th all the time. Edited February 28, 2012 by XYZ1234
Kamikaze_hfx Posted February 28, 2012 Posted February 28, 2012 (edited) Hello Tao players, I'm having trouble with challenge 15 (BBCS EX) and I was hoping somebody could give me a few pointers. 2A -> 2A -> 5B -> 5C -> 6C -> Almost Becoming Two -> 6C -> 6C -> High Jump Cancel -> j.236B -> j.236B -> j.236B It's a pretty simple combo, but I'm having an extremely hard time High-jump-canceling (away from opponent) into the Cat Spirit 2. Sometimes I actually get the first j.236B to connect, and can pull off the next one, but the opponent always recovers before I can hit him with the third j.236B. Is there a way to increase hitstun-duration by delaying certain moves, or should I hit every move as soon as possible? I notice different 6C timing changes opponent's location after the wall bounce but the CPU demonstration seems to encourage the earliest inputs possible Also, Is it essential to high-jump backwards in order to land all three j.236B's? Sometimes I goof up and high jump straight upwards, and can complete two j.236B's, while missing the third one by a cilium. I'm sure I'll get it eventually with repetition, but any advice would be greatly appreciated, please and thank you! (p.s. I could do this AB2 ender with ease in CS2. What the heck happened? lol) EDIT: I tried harder, and finally cleared it. Note: is less angry -> do more better. Edited February 28, 2012 by Kamikaze_hfx
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