MashThat5A Posted October 31, 2013 Posted October 31, 2013 http://www.youtube.com/watch?v=WKN7si_3Tmw&feature=c4-overview&list=UUtFxKFXnPMorUS33TZ4dIQQ 2C Punish options against reversals. Not optimal. Keep trying and get back to me when you break 6.9K
someonewhodied Posted October 31, 2013 Posted October 31, 2013 Not optimal. Keep trying and get back to me when you break 6.9K 2C(Charged)(Nonfatal)>6C(Charged)>Crush Trigger>236CC>j.2D~B>5[C]>6C>4D~A>6C>5D~6>j.4D~C>j.236236C Gives you about 6.5K IIRC, same as the fatal version. I didn't squeeze all I could out of the fatal.
NeoGio0o Posted October 31, 2013 Posted October 31, 2013 Not optimal. Keep trying and get back to me when you break 6.9K lol I was trying to show 6666 damage! The power of Ragna surges through me! I'm actually really sad right now because I can't remember the combo I did for 3333. Q_Q
Pegs001 Posted October 31, 2013 Posted October 31, 2013 Trying to pick up Tao and it's hard to read some combos here. What does X > ... > X mean? I can't guess what the dots mean
XDest Posted October 31, 2013 Author Posted October 31, 2013 Trying to pick up Tao and it's hard to read some combos here. What does X > ... > X mean? I can't guess what the dots mean It's the notation I'm using for delays in the middle of a combo. Without the delay the combo will definitely drop, and I'm trying to be explicit about those. Thought I put it in the opening post. It's there now.
MikeySupreme Posted October 31, 2013 Posted October 31, 2013 i guess you can do ...6C > 214d > j.db > 5c > j.2Dc >...> j.da >6C... also. http://youtu.be/6wFFGIWX_kU?t=25m27s maybe it's easier on some characters?
MashThat5A Posted November 1, 2013 Posted November 1, 2013 (edited) About Rachel stuf, for C starters we can use 236D>j.D~B combos, but for B starters I have 5B>2C>5[C]>6C>236D>jD~C>j.2D~A>236AAA>5D~A>6C>236CB for a little over 3K. Anyone find anything better> Edited November 1, 2013 by MashThat5A
Frank The Tank Posted November 1, 2013 Posted November 1, 2013 (edited) So is there some sort of list somewhere to help new players into her combos? The one on the front page of the thread is...well, lacking. Thanks in advance to anyone that helps me here. EDIT: So the first post is actually pretty helpful for this exact purpose, upon further review. Anything more comprehensive would be sweet, though I realize the game is still pretty new. Edited November 1, 2013 by Frank The Tank
XDest Posted November 1, 2013 Author Posted November 1, 2013 The first post is lacking since I'm letting people discuss exactly what the optimal routes are first. I'm updating it bit by bit. It'll eventually be pretty comprehensive.
MikeySupreme Posted November 1, 2013 Posted November 1, 2013 i guess you can do ...6C > 214d > j.db > 5c > j.2Dc >...> j.da >6C... also. http://youtu.be/6wFFGIWX_kU?t=25m27s maybe it's easier on some characters? ok when j.2d~c doesnt whiff, it feels easier than doing j.5d~c. someone else try and see if it's more consistent for you or it could just be me being bad. The only character i immediately found that j.2d~c whiffed on was azrael.
Ronove Posted November 1, 2013 Posted November 1, 2013 So is there some sort of list somewhere to help new players into her combos? The one on the front page of the thread is...well, lacking. Thanks in advance to anyone that helps me here. EDIT: So the first post is actually pretty helpful for this exact purpose, upon further review. Anything more comprehensive would be sweet, though I realize the game is still pretty new. While the main post gets updated you can have a loot at the japanese wiki, it's a good starting point to learn her basic BnBs for all different starters and screen position (midscreen, corner, antiair): http://www27.atwiki.jp/taokakawiki/pages/162.html
MashThat5A Posted November 1, 2013 Posted November 1, 2013 (edited) Okay, so this is what I have on combo theory. Tao's combos primarily end in one of two ways: 5D~A and Encore. The best 5D~A enders are SMP enders that make them slide on the ground. The only way to hit this universally is 5D~6 > j.4D~A > taunt > 236C > 5D~A. Fatter characters can be hit by 236C > 5D lower to the ground. The most damaging way to go into encore is to do 236CC > 5D~A > 236CB. Examples: j.B>j.C>2C>5[C]>6C>214D>j.D~B>5C>j.2D~C>j.D~A>6C>4D6~B>6C>5D~6>j.4D~A>taunt>236C~5D~A [3.2K] j.B>j.C>2C>5[C]>6C>214D>j.D~B>5C>j.2D~C>j.D~A>6C>4D6~B>236CC>5D~A>236CB [3.4k] zzz Edited November 1, 2013 by MashThat5A
NeoGio0o Posted November 1, 2013 Posted November 1, 2013 Okay, so this is what I have on combo theory. Tao's combos primarily end in one of two ways: 5D~A and Encore. The best 5D~A enders are SMP enders that make them slide on the ground. The only way to hit this universally is 5D~6 > j.4D~A > taunt > 236C > 5D~A. Fatter characters can be hit by 236C > 5D lower to the ground. POR QUE!!!!!!!!!!!!!!!!!!!!!!!!!!!
MashThat5A Posted November 1, 2013 Posted November 1, 2013 How are you doing it then? 236CC>5D(SMP) techs in the air and the non smp ender techs so late
Pegs001 Posted November 1, 2013 Posted November 1, 2013 This feels weird. I'm actually going to put a button for taunt on my settings.
DonkeyKnifer Posted November 1, 2013 Posted November 1, 2013 (edited) Ending in corner: CH 6C 214D j.D~B 5C j.D~B 5C j.236B j.D~A j.4D 6C 4D6~B 6C 236CC 5D~A 4209 CH 6C 214D j.D~B 5C j.236B j.D j.4D~B 5C j.236B j.D~A j.4D~A 6C 4D6~B 6C 236CC~D 4301 + 100% corner carry (yes, you can have your back to the wall and finish the combo on the opposite wall) Corner CH 2C 6C 236CC jc.7 j.2D~B 5C 236B j.D~A j.4D~A 6C 4D6~B 6C 236AAA 5D~A 4359 Corner FC 6B 2C 5[C] j.236B j.D j.4D 6C 4D6~B 6C 236CC 5D~A 2871 CH 6C 236CC j.D~B 5C 236B j.D~A j.4D~A 6C 236AAA 5D~A 4328 Few examples of j.236B j.D~A j.4D~A route. Midscreen you can always get j.4D~A 66 5C, not sure if character specific. Edited November 1, 2013 by DonkeyKnifer
moom9 Posted November 2, 2013 Posted November 2, 2013 http://www.youtube.com/watch?v=WKN7si_3Tmw&feature=c4-overview&list=UUtFxKFXnPMorUS33TZ4dIQQ 2C Punish options against reversals. you really are expressing our feelings about those braindead bastereds x@ xD Sent from my SM-N900 using Tapatalk
moom9 Posted November 2, 2013 Posted November 2, 2013 Guys any suggestions for a combo after the cross up sticky kitty ? I usually go for sticky kitty >j.5a>5b>3c(2hits)>2~6d~b>5b>2c>5c but when I try to 6c to get the cat encore oki it drops . Gotta add a dash or it doesn't work ? I feel this combo is stupid .. anyone ? Sent from my SM-N900 using Tapatalk
moom9 Posted November 2, 2013 Posted November 2, 2013 I got a 2c fatal combo leads to 8.317 k ... gonna upload it to youtube later . Basically its the same combo u guys got but with the full AB2 ender " now its OD XD ender " Sent from my SM-N900 using Tapatalk
DonkeyKnifer Posted November 2, 2013 Posted November 2, 2013 you really are expressing our feelings about those braindead bastereds x@ xD Sent from my SM-N900 using Tapatalk Slightly optimized, ~150 more: 2[C] 6[C] 6C CT 2[C] 5[C] j.236B j.D~A j.4D~A 6C 4D6~B 6C 236CC 2D~C j.236236D 6833 Starting to think that the more j.236B j.D~A j.4D~A you get in a combo the more damage it will do :>. The 236CC j.D~C j.2D~A route seems to be best from mid starters such as j.b, 5B, maybe 2B?
XDest Posted November 2, 2013 Author Posted November 2, 2013 Slightly optimized, ~150 more: 2[C] 6[C] 6C CT 2[C] 5[C] j.236B j.D~A j.4D~A 6C 4D6~B 6C 236CC 2D~C j.236236D 6833 Starting to think that the more j.236B j.D~A j.4D~A you get in a combo the more damage it will do :>. The 236CC j.D~C j.2D~A route seems to be best from mid starters such as j.b, 5B, maybe 2B? 5B and 2B are short starters. j.B is a normal starter. I think I like 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C more than 236CC into that route, since it can be done a bit further from the corner. 236C pretty much requires you to be in the corner. It really looks like this j.236B j.D~A j.4D~A route is the most optimal in a lot of situations. Is it character specific?
DonkeyKnifer Posted November 2, 2013 Posted November 2, 2013 5B and 2B are short starters. j.B is a normal starter. I think I like 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C more than 236CC into that route, since it can be done a bit further from the corner. 236C pretty much requires you to be in the corner. It really looks like this j.236B j.D~A j.4D~A route is the most optimal in a lot of situations. Is it character specific? Thanks for that information. As far as I know it's not character specific but with that said I haven't tried it on the whole cast yet. It's definately easier on big floaty characters at least. It's possible that you have to change jump directions and do [...] j.4D~A 66 5C on some and [...] j.4D~B 5C on some It's also interesting to note that you can do CH 6C 66 236CC (hits OTG) midscreen but I haven't found any application for this yet. It might be big chars only.
MashThat5A Posted November 2, 2013 Posted November 2, 2013 (edited) 5B and 2B are short starters. j.B is a normal starter. I think I like 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C more than 236CC into that route, since it can be done a bit further from the corner. 236C pretty much requires you to be in the corner. It also does more damage than 236CC into that route, at least, depending on the ender Also: 2[C] (FC) > 6[C] >CT > 6C > 214D > jD~B > 5C > j.2D~C > j.5D~A > 6C > 4D~B > 6C > 236CC > 2D~c > 9D~c 236236D [6879] Edited November 2, 2013 by MashThat5A
XDest Posted November 2, 2013 Author Posted November 2, 2013 So which are the characters where 4D6~B works, but you need to B cancel a lot later? This affects combos that have been going on for a while since it might not have the untechable time for it. I think Hazama and Tsubaki fall into this category. Jin seems to be weird with timing 214D j.D~B.
XDest Posted November 2, 2013 Author Posted November 2, 2013 (edited) It looks like you don't have enough time off j.C or j.B air-to-ground to do the j.236B -> .. -> j.D~A -> j.4D~A route. Looks like a j.D~C -> j.2D~A route is the optimal one for those still. CH 6A(2) -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 66 -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [3140] What else can you loop this route with? Edited November 2, 2013 by XDest
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