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[CP] Taokaka Gamepyarel Discussion v:3 - Encore Edition


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Posted

From what I gathered the whole add 2000 more damage was a misunderstanding. The challenge mode has a combo in which 6B->Cat2 (whiff)->5B is used and apparently this route was never thought of until now or something (dumb people). Guessing that they took the challenge mode combo off of 6B and made it better.

Probably due to the way the combo looks they probably made an attempt to incorporate the unique aspect of this combo to all her bnb's, but to no avail (hence why you don't find it anywhere). Outside of 2C there isn't much to be explored with her (combo wise) unless a funky hit box thing is discovered. At best I can probably increase her average damage by a 200-300 by just optimizing the confirm, and if I am lucky, swap out a component with something better for a bit more damage to that, but this is very unlikely.

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Posted

Anyone complete Challenge 30 yet? I know OD 214214C does 100 hits, but I can't figure out how to get more than 50 hits before that.

Posted

I thought that would work, but it only seemed to go up to 30-50 before the DD, that was like the first thing I tried. And since the first hit of 22C is SMP, I can't go and do more of them unless the first hit whiffs.

Posted (edited)

There's also Taox2 2A mash for big combo numbers in CSE, but that only goes to like 26 hits

' 3 '

Maybe if you use a Great starter, TaoX2 2A mash and 22C in conjunction with a 6C->OD pounce finish...

If you get 100 gauge you could try OD pounce 22C->things->OD Unison Nyabu

In CSE, (22C[one hit]->3D->j.5C->j.9D->j.236BBBBB) worked after non TaoX2 pounce to squeeze out some extra damage so maybe you can figure something out something similar in TaoX2 that works similarly and will end with Unison...

Edited by Myoro
Posted
OD pounce > taunt > OD pounce?

By the gods. If this works...

Posted
OD pounce > taunt > OD pounce?

Doesn't work because they added more recovery to pounce super. She stays stuck in the thrown animation for much longer. Also 22C isn't bad, but 236A does more damage.

Posted

Bowling ball while you and the opponent are in a coner-> pull the opponent away to the other coner->OD 214214C->bowling ball hits->214214C

Posted

Think that's Tsujikawa, regardless he was showing off so much tech in this vid

Posted (edited)

Any tips for challenge 26? More specifically the ... OD > 2C > 5[C] > 236C~B > JC > j.236bbbbb > j.236bbbbb > j.236236d. Either the 236b hits but I dont get the knockback or he blocks it. The few times I have managed to land the knockback, the next 236b seems to not hit at all. I cant really tell but do you land after the first 236b does the knock back or do you jump again before landing?

Edited by bajisci
Posted
Any tips for challenge 26? More specifically the ... OD > 2C > 5[C] > 236C~B > JC > j.236bbbbb > j.236bbbbb > j.236236d. Either the 236b hits but I dont get the knockback or he blocks it. The few times I have managed to land the knockback, the next 236b seems to not hit at all. I cant really tell but do you land after the first 236b does the knock back or do you jump again before landing?

You can jump cancel anything in Almost Becoming Two. It's 236C~B -> JC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D. You need to jump cancel when each 5th hit of Cat Spirit Two lands, because that's what has the most untechable time. To get the first j.236Bx5 to hit, you should make sure Cat Spirit Encore also hit. The easiest way to do this is to delay each part of the coming after activating OD. So 6C -> ... -> 6C -> ... -> 236C~B -> JC7 -> j.236Bx5 -> etc...

Posted
You can jump cancel anything in Almost Becoming Two. It's 236C~B -> JC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D. You need to jump cancel when each 5th hit of Cat Spirit Two lands, because that's what has the most untechable time. To get the first j.236Bx5 to hit, you should make sure Cat Spirit Encore also hit. The easiest way to do this is to delay each part of the coming after activating OD. So 6C -> ... -> 6C -> ... -> 236C~B -> JC7 -> j.236Bx5 -> etc...

OHHHHHHHHHHHHH. The jump cancel thing changes everything, I definitely was never trying to JC the encore or the 236b last hit, since I was unaware. That makes so much more sense now, thank you. I guess never noticed I was occasionally jump canceling cause of the mirror image.

Posted

Any tips on picking up this character? How do I practice her movement, or what are some good blockstrings? How does she get her oki off?

Posted (edited)
Any tips on picking up this character? How do I practice her movement, or what are some good blockstrings? How does she get her oki off?

Bowling Ball when the opponent's knocked down midscreen. In the corner do a well timed cat jump (214D)-> j.C when your opponent is about to wake up. It overheads crouchers, auto corrects if the opponent rolls out, and can be barrier block is possible throughout the whole cat jump animation if you suspect DPs. If for whatever reason the opponent isn't all the way in the corner Cat jump will cross them up too =3.

After cat spirit 2 finisher you will most likely land before them. Anticipate how they're going to descend and make it hell for them all the way down to the ground. Use an air unblockable if they think they can simply descend normally, 6C is fun if you can send them back into the corner. If they even think about barrier blocking your air unblockable stuff, get ready with an air grab and make them regret it. If they try to do air attacks to cover their descent (a common technique with tager and Hakumen) cross under them and use 2D. they won't be able to turn around mid flight, so they won't be able to hit you out of 2D, and meanwhile you'll get a delicious counter hit.

I have no idea what to do with encore enders. (I don't have this game yet, so the strategies I've listed here are from CSE, but still functional to my knowledge.)

Get used to Tao's various methods of moving around the screen; Cat jump, sticky kitty, ESPECIALLY CRAWLING, the often forgot about [2]~8D, Triple jumping/double air dashing, all of the drives and drive cancels, you know, the good stuff.

The goal of Tao when she's on the defensive is to not get hit, and to not have to block. You'll want to return to neutral, where you are hailed as a god. Most times this is accomplished by avoiding the enemies attacks completely. So work on that.

other than that get combos, blockstrings, n' mixups down and yer golden. ;D

Edited by Myoro
Posted

So... ran through some practice so far, and everything seems good. That is, until muscle memory kicks in lol. It's more of a fun question than anything else, but anyone else having this hardcore? It'll take time, but dang I'm still not getting used to 2C > 5[C] at all.

Posted
Bowling ball while you and the opponent are in a coner-> pull the opponent away to the other coner->OD 214214C->bowling ball hits->214214C

I was trying this for a while, but the bowling ball would hit Azrael before Tao could launch him after 214214C and he'd recover.

I found this way to work:

After putting Tao/Opponent in the corner of the stage -> bowling ball -> While running, push opponent roughly 1/4 away from opposite corner (within 6C corner-bounce range) -> OD -> 6C -> 214214C -> opponent lands on bowling ball -> 214214C

Posted

Don't know if you guys know this already but she has a kara throw off 5C. If you press 5C~B quickly you get one extra small step of range on the throw.

You can combine it with a small dash first to get pretty decent throw range.

Posted

So (5B -> JC -> j.A -> j.B -> j.C)xN in the corner while a tall character is standing fuzzies. I've made it guard bonus in training mode. How useful is this actually?

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