moom9 Posted November 2, 2013 Posted November 2, 2013 Guys I just uploaded my combo https://www.youtube.com/watch?v=0rbollop58A&feature=youtube_gdata_player Sent from my SM-N900 using Tapatalk
NeoGio0o Posted November 2, 2013 Posted November 2, 2013 (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 November 2, 2013 by NeoGio0o
moom9 Posted November 3, 2013 Posted November 3, 2013 Guys I just uploaded my combo https://www.youtube.com/watch?v=0rbollop58A&feature=youtube_gdata_player The good news about this combo besides the damage ...I believe it work on everyone ... didn't try it on everyone tho but it works on rachel and jin and azreal and is good . Sent from my SM-N900 using Tapatalk
moom9 Posted November 3, 2013 Posted November 3, 2013 I also uploaded this " BBCP Taokaka Back to corner combo from a 6b ! " #BBCP #Taokaka #RT https://www.youtube.com/watch?v=3H78zRPpOik&feature=youtube_gdata_player
moom9 Posted November 3, 2013 Posted November 3, 2013 I also uploaded this " BBCP Taokaka Back to corner combo from a 6b ! " #BBCP #Taokaka #RT https://www.youtube.com/watch?v=3H78zRPpOik&feature=youtube_gdata_player Btw u can do this back to corner thing if u noticed that the opponent has got a ch 6b instead . U'll just go for this Ch6b>j.4d~a> 6c > and the rest as the video . Im not sure if this is the best damage but 5d~a oki in the end is good enough .
XDest Posted November 3, 2013 Author Posted November 3, 2013 (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 November 3, 2013 by XDest
XDest Posted November 3, 2013 Author Posted November 3, 2013 You can't do 2D~6 -> j.236Bx5 against Kagura. 2D~5 -> j.6D~6 -> j.236Bx5 does work on him.
Pegs001 Posted November 3, 2013 Posted November 3, 2013 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?
XDest Posted November 3, 2013 Author Posted November 3, 2013 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.
NeoGio0o Posted November 4, 2013 Posted November 4, 2013 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...
Ronove Posted November 7, 2013 Posted November 7, 2013 @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)
MikeySupreme Posted November 7, 2013 Posted November 7, 2013 during 6C > 236CC > 2D~whatever , the 2D needs to be delayed superrrr long on kokonoe
XDest Posted November 7, 2013 Author Posted November 7, 2013 (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 November 7, 2013 by XDest
XDest Posted November 8, 2013 Author Posted November 8, 2013 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.
MikeySupreme Posted November 8, 2013 Posted November 8, 2013 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?
XDest Posted November 8, 2013 Author Posted November 8, 2013 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.
Anne Posted November 11, 2013 Posted November 11, 2013 (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 November 11, 2013 by AnneIFrank
NeoGio0o Posted November 12, 2013 Posted November 12, 2013 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.
Ronove Posted November 12, 2013 Posted November 12, 2013 Good times back in Calamity Trigger when Tao's 6B would do that. :\
Anne Posted November 12, 2013 Posted November 12, 2013 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.
MashThat5A Posted November 12, 2013 Posted November 12, 2013 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
Pegs001 Posted November 12, 2013 Posted November 12, 2013 So, to combo off of 6B, when do I input j.236B? i always thought it was just a link of 6B > 5B, didnt know it was another input
Anne Posted November 12, 2013 Posted November 12, 2013 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.
XDest Posted November 13, 2013 Author Posted November 13, 2013 (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 November 13, 2013 by XDest
NeoGio0o Posted November 13, 2013 Posted November 13, 2013 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.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now