Myoro Posted July 28, 2014 Posted July 28, 2014 j.214D>j.A>2B>2C>[2]8D~B>5B>5C>6C>236C~B the 2 direction held from 2B and 2C is enough to do trick edge.
Myoro Posted August 9, 2014 Posted August 9, 2014 Is it okay if I take out my Relius loketest angst here by posting neat little Tao things that I find in training mode? (Despite the fact that they may be found eons before me If so FC6B>5B>6A(1)>236C crosses up anywhere. You can of course get better damage with 6B>236B(whiff)>66A(2)>236C with it being just as effective. It can be followed into 22C/22[C]>things Really this works of any FC'd 6A. Double taunt combo: corner 6C>214D>4D~A>Taunt>236A>5D>6C>214D>2D~B>Taunt>236C>unison/distortion What I really want to do is add more taunts using 22C, and somehow have it combo into astral. Picture it now, 3~4 taunt combo into astral.
Kirivon Posted August 9, 2014 Posted August 9, 2014 What I really want to do is add more taunts using 22C, and somehow have it combo into astral. Picture it now, 3~4 taunt combo into astral. Just... for style's sake? (I'm assuming you know taunt has a p2 of.. 20) Pretty much airborne juggle -> j.D~B -> taunt -> Astral works. Taunt has a ton of untechable time if used against an airborne opponent. As demonstrated here: http://www.nicovideo.jp/watch/sm23818248 The guy makes it look really easy / match usable, but in actuality astral must be inputted immediately after taunt and it's very corner distance dependent.
Myoro Posted August 10, 2014 Posted August 10, 2014 Yeah for style's sake. My friend brags over Terumi's "63214A>Taunt>ODstuff>Astral" combos so I need to respond with "Tao combo with as many taunts as possible>Astral." and then turn to him and say "Feel bad." Her P2 on Taunt actually makes this easier, as I'll be less likely to kill him before the astral.
ReynTime180 Posted November 18, 2014 Posted November 18, 2014 What the fuck, you guys http://youtu.be/kEFydyqPDDI?t=3m26s
Capablanca Posted November 28, 2014 Posted November 28, 2014 Hello guysThere above u write - in corner "H5C>6C>command jump>j.2DB>etc" what is command jump lol? i cant connect j.2DB as i understand it should ALWAYS connect even on small chars, am i right?
DairyDude Posted November 28, 2014 Posted November 28, 2014 Hello guysThere above u write - in corner "H5C>6C>command jump>j.2DB>etc" what is command jump lol? i cant connect j.2DB as i understand it should ALWAYS connect even on small chars, am i right? Command jump is 214D
Capablanca Posted November 29, 2014 Posted November 29, 2014 Command jump is 214D thank u http://youtu.be/kEFydyqPDDI?t=3m26s in this video Back Throw- OD- 236[CC] - should it connect in Cp1.1? i coulndt, whats the trick?
Myoro Posted January 11, 2015 Posted January 11, 2015 So prolly not a big deal but I found a way to easily convert into Encore from air hit 5B AH5B>5C>j.C>dj.B(2)>dj.2D~A>Taunt(1)>236C~B or AH5B>5C>j.B(2)>j.C>5C>j.C>dj.B>dj.2D~A>Taunt(1)>236C~B Both do 1500~1600 DMG Anyone know a better way to accomplish knockdown on 5B airhit?
Capablanca Posted January 30, 2015 Posted January 30, 2015 1) do i get it right, that 6B overhead gives combo only on CH? cause on normal hit and crouch confirm all i manage to get is 6B-j.Encore (2 hits) am i doing wrong? 2) what most usefull combo (with corner carry) should i use from 6Throw?
Myoro Posted January 30, 2015 Posted January 30, 2015 from 6B you basically use j.236B so that you land right before the j.236B comes out. This makes it so you don't have to experience 6B's recovery while your opponent still has 6B's hitstun on them. Basically you do 6B>j.236B (no hit)>5B>6A(1)>236CC>stuff EDIT: I went the extra step and researched a couple combos and landed on this: 6Throw>j.D~B>5C>j.D~B>5C>j.B(2)>j.D~A>5D~A*>6C>236C~B *You can do 5D~B to get a little more carry, basically you want to do this combo at a distance where 236C will reach after 6C which will be 3/4ths of the screen I think. you miiight be able to extend its reach a little further by putting a 214D>j.2D~B>Taunt(1) between 6C and 236C, but I kinda doubt it and I can't test it right now.
Capablanca Posted January 30, 2015 Posted January 30, 2015 1) how can i make j.236 whiff after 6B? it always hits, no matter how i delay etc. is there a video for this moment? ( 2) thank u! And 1 more does Tao have kind of safejump after 236A,B ender or after 6C on midscreen. its kinda hard to read chars with DP especially if they delay their tech
Myoro Posted January 30, 2015 Posted January 30, 2015 Uhh basically you do the j.236B as close to the ground as possible, as in just before the very moment you touch the ground. The animation isn't even supposed to show up, if it does you're inputting it too early. It's supposed to look like 6B>5B>6A. You can see it at work in most combo vids like this one: http://youtu.be/RsPMIYVhs4o?t=2m18s I don't have a vid showcasing just 6B>j.236B>5B unfortunately. I believe you can get safejump off of 6C using 214D>airdash, but off of encore you kinda have to play rock paper scissors, where you bait DPs or get them blocking or hit with 5B/2A.
Capablanca Posted February 2, 2015 Posted February 2, 2015 I got it now, it works! Thank u! No safejump in 6C - 214D-Airdash, was testing a lot, but no matter if there is jBB or jC u do, DP will hit u. The maybe even can jump with throw counter lol, didnt see DPs in Jap videos, maybe they just respect too much lol? Does Tao has some crossup stuff? I`ve seen some in matches but cant figure out input it was some sort of 2DB to behind the enemy, then j2DB... m? stuff like that Any ideas?
Myoro Posted February 4, 2015 Posted February 4, 2015 Sorry for the late reply!! Firstly let me this vid would seem to indicate She can safejump from 6C: http://youtu.be/z_QbZRdh6CU?t=9m13s There's a ton of mix-up stuff earlier in this vid that I like to mooch off of: http://youtu.be/z_QbZRdh6CU?t=4m54s Stuff like 5B>2B>2C>2D~B>j.[8]C>j.[8]D~B>j.C does indeed work. I like Cat Jump too because folks scarcely react to it. But use the stuff in that vid and you'll be more than fine.
Capablanca Posted February 5, 2015 Posted February 5, 2015 OMG this is super helpful! thank u very much! yes i was mistaken, 214D - jC is safe, but most of my opponents tech back away from it, i cant punish their tech, so i just need to use 236A,B ender if not in corner, right?
Myoro Posted February 5, 2015 Posted February 5, 2015 Maybe you can use 5C/2C/665B upon landing to catch them? I'm not certain. TBH.
Capablanca Posted February 8, 2015 Posted February 8, 2015 Thank u very much for all the information u give me! Super usefull! well i discovered that i can airdash again if i see that they tech backwards, hadnot tested safeness of this yet, but if to do so you can do jC-jB (hit or block) instead of only jC with 1 airdash Now i have question - what are most damaging combos from jC (counter hit and normal hit)?
Myoro Posted February 9, 2015 Posted February 9, 2015 Thank u very much for all the information u give me! Super usefull! well i discovered that i can airdash again if i see that they tech backwards, hadnot tested safeness of this yet, but if to do so you can do jC-jB (hit or block) instead of only jC with 1 airdash Now i have question - what are most damaging combos from jC (counter hit and normal hit)? Well that there is a tricky question, There's a ton of things j.C goes into and I'm definitely not the most savvy player. In the corner on standing j.C can go into 2C>5[C]>6C>236CC>j.2D~B>5[C]>6C>4D~B>6C>236AAA>5D~A>236C~B or 6C>Distortion ender on crouch or counter standing it can go into 6C>5A+B>236CC>j.2D~B>5[C]>6C>4D~B>6C>236AAA>5D~A>236C~B or 6C>Distortion ender, which does quite a bit of damage. on air hit, it really depends on your amount of air actions used and your respective heights. near the corner, close to the ground j.C>5C>neutral jump j.236BB>j.D~A>j.4D~A>6C>4D6~B>236CC>5D~A>236C~B or 6C>Distortion ender fetches a pretty penny a little higher but still with 2 jumps, you can do j.C>dj.B(2)>dj.2D~A>5C>neutral jump j.236BB>j.D~A>j.4D~A>6C>4D6~B>6C>236CC>5D~A>236C~B or 6C>Distortion ender on air counter hit I'd just go into 6C>5A+B>236CC>j.2D route Midscreen is a different animal altogether: j.C on crouch is what we want. on Crouch j.C>66A(1)>236CC>j.C>j.236BB>j.D~A>j.4D~6>j.D~A>5D~B>66C>4D6~B>236C~B gives full screen carry and oki as well as 2.3K On stand you can do j.C>5C>236A~B>Rapid>236CC>J.D~B>5C>j.236BB>j.D~A>j.4D~6>j.D~A>5D~B>66C>4D6~B>236C~B If you don't want to spend meter on stand, just go for j.C>66A>6C>214D+Airdash oki, or j.C>66A>236AAA~B, or even just attempt a reset with j.C>665B>neutral jump>j.2B cross-up>66A or j.C>66A>2D~B/214D. You're Tao after all, that's what you do. on air hit you can go for j.C>dj.B(2)>dj.2D~A>5C>j.236BB>j.D~A>j.4D~A>5D~B>66C>4D6~B>6C>236C~B On counter ground hit, if you react fast enough you can do 236CC or 2366CC into j.C>j.236BB>stuff. This save's P2 on crouch, and 50% meter on stand. On counter air hit you can just land and do 665C>j.236BB>j.D~A>j.4D~6 stuff to save a little time and P2 If you reach the corner after the j.4D or the second j.D~A you can 66C and follow up with 4D6~B>6C>236AA>5D~A>236C~B for additional damage. (If 236C hasn't been used already you can end in 4D6~B>6C>236CC>5D~A>236C~B for even more) A couple examples would be j.C>dj.B(2)>dj.2D~A>5C>j.236BB>j.D~A>j.4D~A>66C>4D6~B>6C>236AAA>5D~A>6C>236C~B or crouching hit j.C>66A(1)>236CC>j.C>j.236BB>j.D~A>j.4D~6>j.D~A>66C>4D6~B>6C>236AAA>5D~A>236C~B Well damage is what you're going for, and I dunno any OD combos or combos that forsake Oki to go into 2D~C>[8D~C]x2>236236D or anything like that from j.C, so do continue your search. This is the stuff I use, I'm sure there's better stuff out there than what I've taught here. Seek that out then return tell me about it sometime. -_- By the way, all the combos that have 5D~A>236C~B as enders can just be ended on 5D~A as well because that has good oki too. I tested all of these in training mode just before posting so if you have any execution related questions, don't be shy.
Capablanca Posted February 9, 2015 Posted February 9, 2015 omg thank u very much! will train all this stuff! you are awesome! i think i have only 1 actual question left about crossup themehttp://youtu.be/z_QbZRdh6CU?t=5m59s whats that move after 2B that makes her jump like that? is it 2(hold)-8D version? if so, couldnt repeat that, dont u know?
Myoro Posted February 9, 2015 Posted February 9, 2015 No problem at all, I love helpin' when I can. =) Ah yes, about [2]8D, allow me to explain. There are actually 3 versions of [2]8D one where you press nothing, one where you hold [2] after pressing D and one where you hold [4] after pressing D. The [2] direction version is the one you're witnessing it makes Tao charge at a lower angle, the [4] version will make her do something similar to j.4D. Feel free to ask any more questions as they emerge!
Capablanca Posted February 10, 2015 Posted February 10, 2015 Thank u very much! well, really cant get that very move from [2]8D-2, cant manage her to jump over the opponent ( about crossup stuff near the wall 214D - wall stiky kitty - jA-2B-2C-5DB(throught the opponent) - now u face the wall again - 5B-6A - cant get 5B after 5DB it simply doesnt connect... http://youtu.be/z_QbZRdh6CU?t=5m51s 5B - JC - j2B-jC - after that on hit i simply can only connect standart gatling like 2B-5B-2C but then H5C doesnt hit even near the wall - pushback is too great. But i`ve seen this in matches connecting not near the wall - whats the trick?
Myoro Posted February 10, 2015 Posted February 10, 2015 Well I don't know much about the 2[8]D cross-ups but the rest I can help with. (I'm pretty sure it has to do with your spacing from the corner though. Try to do what they did in the vid with the exact spacing between you them and the corner and see if it works) 214D>Sticky>j.A>2B>2C>5D~B>5B is what you THINK you're seeing when what you are actually seeing is this: 214D>Sticky>j.A>[2]B>[2]C>8D~B>665B [2]8D~B has a lot more hitstun and a lot less recovery so if can be used as a sideswap in the corner. =D After landing from any j.C or j.2B try doing 662B>5B>2C>[5]C Adding a microdash to landings make a lot of things that don't usually work go fluidly. (The timing for this is pressing the second 6 just as you land) If that doesn't work you can always forgo the 5B and just do 2B>2C>5[C] or jump cancel the 5B and try some reset there.
heavymetalmixer Posted February 13, 2015 Posted February 13, 2015 Hi, I'm interested in Tao in 1.1 and came to ask something: Which are ther bnbs that end in good knockdowns? I like having advantage after finishing the combos for pressure and mixups, unless I know I'm gonna finish the round with that combo.
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