Taokakaism
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Everything posted by Taokakaism
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Hello all. j.8D~A was also a viable option in BBCS. It wasn't as popular as taunt loop as it was not as practical to be used as compared to Taunt Loop(3 times max for j.8D~A on most characters) Through research, it was found out that the only attack from D that does not have same move proration is 8D. Therefore, the use of many j.8D~A now. The 8k combo requires Taokaka to j.8D~A around 18 times iirc.
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Interesting quirk: When in corner, 5B -> 6A -> TK Sticky Kitty This will summon alot of dust on the screen. Really pointless but lol. You can super jump into Sticky Kitty real quickly, (28214) for more dust effects. :D
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Taunt has increased damage to 200 without any modifiers. this was the 'tenfold'
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Generally - Taokaka loses all her big damage starters in a way that might be nerfed or gone (j.D CH, 6C, 2C>6C) - j.B is not as strong as imagined/described + Almost all normals have been buffed slightly in proration. everythingwentbetterthanexpected.jpg Combos are generally still the same actually, except the loss of Taunt and our big damage BS in CS1
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BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Taokakaism replied to Spirit Juice's topic in Archive
throw>2C>DS>5D>6A>JC>JD>JC>BE>5D>CS Ragna's "unconfirmed throw 5k combo" Throw -> 2C -> Dead Spike -> 5D -> 6A -> Jump Cancel -> j.D -> Jump Cancel -> Belial Edge -> 5D -> Carnage Scissors -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Taokakaism replied to Spirit Juice's topic in Archive
Info on Ragna's 5D 2nd hit being overhead is a hoax. Info on Ragna's Gauntlet Hades being not an overhead is also a hoax. Ragna's BBS is in chaos now due to a troll giving such hoax information. There's even one unconfirmed(not sure if troll) combo that starts from THROW and Dead Spike that does 5k. So take every information you get about Ragna now as a pinch of salt. -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
Taokakaism replied to Spirit Juice's topic in Archive
2Dが新宿よりさらに鈍化 2D becomes slower compared to the Shinjuku test -
Hello people. I am in Japan for 2 weeks and I was lucky enough to go to TGS 2010, where SBO is held. Watching Tsujikawa's Taokaka live :D Didn't get to go on day 2 to try Valkenhayn though. Got back 2 hours ago from Mikado's 2v2. But the Mikado had many entrants and was changed to 1v1 single elim. Tsujikawa, Dora(Doragon Seiryuu?? I could be wrong), Blacky and Goro joined the tournament with some other SBO entrants(LOLWUTWHY). I fought with Doragon Seiryuu and died. ): But I learnt that yomi 6B is a great move, against opponents that try to oki you with 2A. TRUE STORY. I believe my video was recorded and will be posted on nico. That is all.
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He'll win SBO this year with Chou, true story.
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With that, I would like to add that my "Alternate AB2 ender" works on EVERYONE. Height and delay inputs are different for some characters such as Arakune, Jin and Tager. A consistent one would be AB2 -> Taunt -> 236C -> 6C -> 6C -> ......
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I'm glad this combo seems like a better alternative. As for Tager/Hakumen, Makoto/Litchi/Jin. I would suggest the normal AB2 combo.. Infact, I would advise everyone to do the AB2 ender as your true finish. My method was just a fluke in combo messing around and does lesser damage, albeit easier to execute.
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I finally did the stupid combo I came up with in the arcades last night. It was off a front throw and TL till the corner, ended with my combo and it was at a high end 6k+++ damage. I guess it's pretty practical. And yes, it doesn't work on Arakune and Tager due to their odd hitboxes. I'm thinking of ways to actually connecting them. Perhaps it's just timing. and yes KM Riku, you have to use 2368BBBBB for the final hit instead of 8236BBBBB. Using the latter will allow opponent to tech before your last hit connects.
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Actually, 236C is all it needs. The extra 236C is to make them assured knockdown, for the 6C to perform well. So it acts as a... 'hit combo confirm?' or so to speak
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Sorry for the mistake I made, You cat1 right after AB2. There's no taunt inbetween.
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That is correct. you do this as the combo ender in the corner.
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I didn't use 6C. I taunt, i AB2, Cat1x1 IMMEDIATELY, 4D~6, Cat 2x5 -> JC(a little back) -> Cat2x5 -> Cat2x5 (2369c) on the last hit. I figured out what I was doing wrong was doing jumping Cat2x5 for the last hit. I was suppose to Tigerknee. The timing is a little difficult as every hit of AB2 can be jump cancelled. I tried it again in the arcade and it worked, for the tigerknee method. Gonna try to do it on console soon. Edit: There was no extra Taunt
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Nono, I meant my alternate way of doing the 8k+++ combo ender
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I've not been able to do it at all since I last posted.... For some reason, my final Cat2x5 missed by a tinyyyy bit. I am in shame
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Okay, I'll try it tomorrow. I have to go to bed already. It's 2340 in my place. Got school tomorow!
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Yes, it's basically another way of doing the ender with massive damage due to AB2 and Cat5. Yes, the moment you press 4D, you can start holding 6 already. I suppose I could use my webcam to do a livestream, but I don't think I can pull it off successfully 100%. I basically JUST DID IT and it worked. In fact, I'm practicing it right now lol. I did it on Hakumen though, if anyone was wondering.
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Hello Dustloopers. I have yet again, found an amazing way to combo into the super ender which deals even more damage than our usual enders... Behold... a complete 6C taunt loop -> Almost Becoming Two! -> 236A -> 4D~6 -> Cat2x5 -> Cat2x5 -> Cat2x5 This is significantly easier than the 236CC -> 6C -> 6C -> Super Jump Back Cat2x5 -> Cat2x5 -> Cat2x5 Of course, this does around 100 damage lesser than it. Have fun guys.
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That is correct. Only on Noel. You can DASH after the throw, then taunt. Timing is akin to Jin's 623C (CH) -> 66 -> 5B
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I'll post some tricks I use on a regular basis and seeing how Cryingvoid has given names for the techniques, let me try have it at a go. Crossover Cat Jump! Input: 2147D -> 44 What it does: Unlike the original 214D, this technique will allow you to pounce over most of the cast to be facing the opponent, not away and the additional 44 will allow taokaka to dash towards the opponent. Usually done in gatling/combostring. E.g. (5B -> 5C* -> 2147D -> 44 -> j.A/B/C) Special Notes: * Denotes any Jump Cancellable moves. May start with anything that leads into a Jump Cancellable move Go! Halt! Gotcha! Input: 5D~A -> 669 -> *j.B+C What it does: Using D~A to keep your opponent in pressure sure is fun, once they realise mashing/continuous blocking will not help them, some tend to be a little creative and jump away to escape. Once you get them in this mindset, this technique comes in play and leads to a nice taunt loop that does 3-4k Special Notes: Every character has different hitbox, experiment with the 669 input. In some instances, an immediate jump is sufficient. 766 works on larger characters. ** Redux Edition!: When your opponent is seasoned to take this, they tend to do jump away AND GRAB at the same time, causing your throw to be teched almost immediately(or at least in my country). In this situation, use an approaching j.A to beat their grab and immediately follow up with j.B+C. If you execute a throw, you will be subjected 60-90? frames of 'throw reject miss-able' period. So this will force them to eat a throw reject miss into your combo Kitty Hadouken! Input: 6C -> 6C -> 6C ->..... What it does: Catches opponent on air into repeated 6C Usually done as a super random anti-air. In most cases, 6C will lead you to do a 6.8k taunt loop, however if they're on air, your timing for the initial taunts will decide if the whole loop would occur. Don't risk it, some damage than dropping a combo and having no damage! Does around 4k+++ Special Notes: You can even Rapid Cancel immediately after a 6C hits for another 6C if they're too low for more repetition Suggested number of 6C is 4 or less, varies with height. The higher the opponent, the more 6Cs you can perform. End it with 236C if they're going to be on the ground level. That's all I can think of for now. I'll try to come up with more things since this is all off my head and something I do frequently. I think XDest has already covered most of the gimmicks we can use.
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Sorry for the double post, lol I think it actually does less than 100 damage IIRC. 1 - Launch a 6C on the ground, if blocked by opponent, Pounce Distortion! 2 - Launch many Bowling Balls. If the opponent is jumping to escape and lands on the rolling ball of doom, blocked or not, Pounce Distortion! 3 - When Litchi's daisharin is activated while you're neutral or just about to wakeup. Mash Pounce Distortion while the screen freezes. 75% success rate, or so I believe judging from experience 4 - Lambda's oki 5D, 4D and various other ranged nonsense, Pounce Distortion! 5 - Tager sledging through bowling balls, but a well-timed 2C/6C would seem more fitting here. 6 - (This takes practice) After ending your combo with Cat2x5. You will be directly below the opponent for a brief period of time. Some opponent techs away, while some techs neutral. Those who tech neutral and tries to approach from the top, watch your direction(the little bubble portrait of taokaka when opponents are too high off) and just before they launch their attack for a nice and safe landing, POUNCE DISTORTION. Your distortion invul will be the only defense against their from-the-top attack. Which is why this requires tons of practice.