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[CP] Taokaka Combo Thread - Now with 33% less loops!


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Posted (edited)

Time isn't the problem. The problem is that the opponent has to be high enough for you to be able to do the j.236B route. You most definitely can use it on any air to ground ender, but you will be losing out on damage and it yields no benefit.

Also that CH 6A should only be used for corner to corner. You lose 100 damage looping the j.236b again because it makes the combo take too much time.

The only thing you can loop is j.236bB route and J.d, 5C, j.d...this is assuming you have a good stater. The only time you should loop anything is if you are doing corner to corner and I'm talking back to the corner type stuff. Even then you are better off side switching (assuming you aren't going for the time up of course).

Edited by NeoGio0o
Posted (edited)

What's the best you can do off DP punish midscreen? Best I have right now is:

2C -> CT -> 236CC -> JC -> j.D~B -> 5C -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236AAA -> 5D~A -> 6C -> 236236D [6008]

There's probably much better options for this.

Edit: Underestimated how much time you have after CT.

2C -> CT -> 66 -> 2C -> 5[C] -> JC -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 2D~6 -> j.236Bx5 [5687, 6178 with j.236236D ender]

Edited by XDest
Posted

You can't do 2D~6 -> j.236Bx5 against Kagura. 2D~5 -> j.6D~6 -> j.236Bx5 does work on him.

Posted

CH 2D~5 -> j.4D~6 -> j.2D~B -> 5C -> JC -> j.D~B -> 5C -> j.236B -> .. -> j.D~A -> j.4D~A -> 6C -> 4D6~B -> 6C -> 236CC -> 5D~A [4005]

For that Combo, do I just not press anything after hitting with 2D? Then do j.4D?

Posted

Yeah, there's a little bit of hitstop on CH still where you can't press buttons yet.

Updated the opening post:

- Added challenge mode combos #20-30

- Added in several j.236B -> .. -> j.D~A -> j.4D~A route combos

- Added midscreen 6A combos

- Almost filled in the midscreen section

I'm leaving in some easier non-optimal stuff if they have more corner carry, or are easier for newer Tao players to grasp at first.

Posted
How are you doing it then? 236CC>5D(SMP) techs in the air and the non smp ender techs so late

I realized that I never actually answered this question lol. I've come to the conclusion that 5D-A (SMP) slide oki is just terrible and shouldn't even be done at all! In my discovery, I've found something completely universal that not only yields more benefit, but covers up all the weaknesses of 5D-A (SMP). Unfortunately it is very reaction based, and not only that, but its hard for me to put into words because its something you have to see. As of now it is still in the testing phase so I need more time to make sure I cover all the bases.

If I had to rank the oki options with everything I know now it would be;

1) Gio oki

2)Encore

3)5D-A (SMP slide)

4) So help you God if you uses taunt...

Posted

@NeoHomonym (:O)

Mind sharing your oki tech? :3

(I know I'm being lazy. I blame GG for taking away most of my spare time)

Posted (edited)

There's ways to get around this and not lose all that much damage for each situation. Just needs a little bit of lab work.

For example with encore RC combos:

j.C -> 5B -> 2C -> 5[C] -> 236A~B -> RC -> 2[C] -> 236CC -> JC -> j.D~B -> 5C -> 2D~C -> j.8D~5 -> j.6D~6 -> j.236x5 [3771]

j.C -> 5B -> 2C -> 5[C] -> 236A~B -> RC -> 236CC -> JC -> j.D~B -> 5C -> JC -> j.D~B -> 5C -> 2D~C -> j.8D~5 -> j.6D~6 -> j.236x5 [3785]

5B -> 2C -> 5[C] -> 236A~B -> RC -> 236CC -> 2D~C -> j.6D~6 -> j.236Bx5 [3630]

And for air supers:

6C -> 236CC -> JC -> j.D~C -> j.C -> j.236236D

or 4D6~B -> 2C -> 5C -> 2D~5 -> j.6D~6 -> j.C -> j.236236D

For ending in meterless non-oki:

6C -> 4D6~B -> 2C -> 5C -> 2D~5 -> j.6D~6 -> j.236Bx5

It doesn't affect any part of our combo routes other than that one specific ender. It can be worked around.

- 5C -> JC -> j.D~B loops work.

- j.236B -> .. -> j.D~A -> j.4D~A -> 6C works.

- stuff -> 6C -> 214D -> j.D~B -> 5C -> JC -> j.D~C -> .. -> j.2D~A -> 6C works.

- (5C -> JC -> j.B(2))xN works.

- j.B(2) -> j.D~A -> 5D~A works.

- Anything grounded into 4D6~B -> 6C works, unlike Rachel

I think it's fine.

Edited by XDest
Posted

Anyone have some midscreen 100% health OD combos?

I can only think of things like:

5B -> 2C -> OD -> 5B -> 5[C] -> 5[C] -> JC -> j.[C] -> j.236236D [3647]

I wonder if we can squeeze a bit more unburstable damage out of this.

Posted
Anyone have some midscreen 100% health OD combos?

I can only think of things like:

5B -> 2C -> OD -> 5B -> 5[C] -> 5[C] -> JC -> j.[C] -> j.236236D [3647]

I wonder if we can squeeze a bit more unburstable damage out of this.

i think you can change the second 5[c] into a 2[c] then tk236236D. But it seems like an odd scenario being midscreen with 100% health and 50 meter?

Posted

Yeah, it's not a situation that shows itself very often. You'll usually have lost some health if you have meter and don't have your opponent in the corner.

Posted (edited)

Um, so I decided to mess around with 6B > j.236B(w) > 5B and it turns out it is totally easy to do and totally worth doing. Here's a couple routes:

Midscreen: 6B > 5B > 6A > 236CC > j.D~B > 5C > j.236B > j.D~A > j.4D~A > 6C > 236A > 5D~A [2159/15]

Corner: 6B > 5B > 2C > 5[C] > 6C > 4D6~B > 6C > 236AA > 5D~A > 6C > 236C~B [2531/18]

Better corner: 6B > 5B > 2C > 5[C] > 6C > 214D > j.D~C > j.D~A > 6C > 4D6~B > 6C > 236CC > 5D~A [2803/thanks XDest]

It's not a whole lot, but it adds another thing for people to worry about in your pressure and gives them an incentive to stand up. I'll make a short vid later showing it off and explaining why I think it's pretty good to use, unless somebody comes up with a better route or wants to go ahead and record a vid.

Edited by AnneIFrank
Posted

Crazy how when Ragna wants to combo off his overhead meterless he can roll his face, but Tao has to do a dumb input. They honestly could have just made it so that 6B, 5B combos on hit/crouching.

Posted

It's honestly not worth complaining about, it's easy enough and worth doing. On hit it obviously gives you a nice meterless combo, on block it takes 6B from -2 to positive(6B has 13L recovery, j.236B has 9fL recovery so it should be +2 unless there is some voodoo I'm missing). Nobody's really been mentioning it as a viable starter(even though I know some of you are using it) and I think it should be out there, in the OP once optimal routes are established, etc.

Posted
Crazy how when Ragna wants to combo off his overhead meterless he can roll his face, but Tao has to do a dumb input. They honestly could have just made it so that 6B, 5B combos on hit/crouching.

It's just Arksys saying you still can't play this character on netplay. nbd

Posted

It's towards the end of the move, as you're falling. You really don't even see the move come out it's so late. The best luck I have is double tapping the B cause BB buffering is pretty lenient.

Easy way to figure out the timing is too early and the move hits and you get nothing, too late and the move didn't come out and you can't link.

Posted (edited)

So I did some testing with OD. JC8 seems a lot more consistent than JC7 switching from character to character.

From what I've tested, you can do these OD combos with different health levels while still getting the OD version of the super:

(<=100%) ~ -> 6C -> OD -> 6C -> JC8 -> j.236Bx5 -> j.236236D

(<=75%) ~ -> 6C -> OD -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D

(<=50%) ~ -> 6C -> OD -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D

(<=50%) ~ -> 6C -> OD -> 6C -> 6C -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D

(<=20%) ~ -> 6C -> OD -> 6C -> 6C -> 236C..~B -> JC7 -> .. -> j.236Bx5 -> JC9 -> j.236Bx5 -> JC8 -> j.236Bx5 -> j.236236D

At 75% and 100% if you want the OD version of the super, you pretty much have to omit the second 6C.

If you want to do 1 6C on Rachel, Mu, Nu, or Platinum, it's easier to do JC7 instead. 6C -> 6C -> JC8 -> j.236Bx5 is still easier than it though.

6C and 6C -> 6C don't work on Arakune or Tager.

Edited by XDest
Posted

If you want to optimize OD combos don't OD after 6C! Also, only do 236C..~B -> JC7, etc., when you are going for double hexaedge.

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