Taokakaism
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Everything posted by Taokakaism
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I'd like to point out Taokaka's 6A has invul startup for the first few frames. So it's basically supermini shoryuken. It's very very often where you 6A with approaching from air, you get hit but it trades. In most cases, when something like that happens, mash B to link up, while the opponent is floating on midair after trading hits from the 6A. Taokaka will be out of the hitstun just before the opponent can recover. I got this fighting many players, and a very skilled Arakune(who was in Mikado 2v2 back in May or was it April). You know how Arakune's j.664B is so seemlingly powerful.
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Just to add it to your stack of awesome.. Taunt Loop -> 236CC -> 2D~B -> wait.. Jump cancel into j.B+C.
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But please time your Hexa-edge nicely. If you do it wrongly, the whole move will whiff. If done correctly, 3/4 hits including the last 'impact' hit will connect.
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You can actually do around a high 3k+ damage off 6A 6A -> j.8D~A -> Land -> j.8D~A -> Land -> j.8D~A -> Land -> 2D~8/C -> Your choice of ender. While this may not be practical, it yields one of the highest damage off a 6A. Unless, of course, you're aiming for a 6A CH into 6C
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Remember guys, if you're around 400-500 damage short of killing the opponent after an ender on the air. Combos into -> 236BBBBB. Rapid, Gold Burst, Land, 236236C! Very useful actually!
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http://www.nicovideo.jp/watch/sm11528538 Blazblue MAD
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Against Lambdas, don't be afraid to IAD. IAD is a VERY VERY useful tool against their 236A/B/C. There's always the fear of "If i jump, i might get hit, I will stay put" While that is true, rushing out seems like a stupid and ridiculous idea, it's probably the best one. If you're a little daring, and I kid you not, mash 2A if you think a 236C is coming. I was playing casually with my friend trying new stuffs and apparently, 2A was VERY VERY effective. You stop their whole attack and get a CH. 2A x 2 for a hit confirm. What I have with against Lambdas is that when approaching from, their 5A/6A actually beats ALOT of things although they are pretty slow. What I've come up with for this, is to play a safe land game at least majority of the time. Some lambdas may summon sword spikes after a knockdown from a screen away, Taokaka's really versatile and can 2x/3x jump away from that, but assuming if you want to face it head on, do a 214B projectile throw. The sword spikes will disappear lol. Don't be afraid to try out new things against opponents! Sometimes running away isn't the best idea, but running towards them certainly is!
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I'm a little depressed now, seeing that my effort in trying something new, has already been found out by Japanese. A few days before me at it too.
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I could try, but I'll need to master it completely and borrow a camera. LET"S MAKE THIS AB2 SHENANIGANS WORK :3
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I meant 12367 Literally. Super Jump Cancel Back. I tried with 2369 and all the Cat2x5(x10 with Shadow). It allowed them to tech after the first Jump Cancel into Cat2 I wasn't aiming for 6.8k actually. Assuming if a full loop was done and it would still work, the damage could possibly be 8-10k? I wish though. 8k is a great boost from the 6.8k we can do off a full 6C loop. another 2k with 50% meter, I'd do that!
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Perhaps you could try whatever I did with 1 taunt loop?. It's really really depressing to do 12/13 taunt loops and mess up this 'new ender' i experimented on. Not to mention a full taunt loop is so depressing and boring to watch. I was doing it with lotsa patience last night and apparently I kept aiming for 12 loops. Gonna master the AB2 nonsense combo before trying out in a full taunt loop. Thereotically I believe 9k is achievable. If all else fails, at least my 8 loop + ender does 7k!
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Sup people, I was messing around with AB2 and I found out.. it sorts of reduce the 'tech time after so and so combo hits' by 50% or something. I was trying out some combos and apparently I could do 7k damage after 2C Fatal -> 6C. I did the usual taunt loop for 8 times -> Taunt -> AB2 -> Cat3x1 -> 6C -> 12367BBBBBB -> JC -> j.236BBBBB -> JC -> j.236BBBBB. I think it is possible to hit 9k or 10k actually lol but I kept messing up my 12367 input. PS: You need to make your Cat2's final hit ONLY hit the target(with the AB2's shadow attack). Anything more will allow them to tech. I did this on a Hakumen and haven't tried on anyone else yet.
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Hey guys, new combos for you to try! It works, true story. It's called the delaying match trolling taunt. Works only in the corner. Anytime on your taunt, beginning or middle of the taunt combo, ~... -> Taunt (1hit) -> Almost Becoming Two -> (Taunt -> 214D)xN End it with your normal taunt combo for trolling effects. Also a good way to force-burst your opponent.
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I hope you people are having fun with taokaka. New interesting facts. 6C links into 6C, should opponent be launched off the 1st 6C hit while on air. (up to 5 times possible, to be ended with 5C/236CC combos 3-4k) 6C links to 214214C as unblockable/undodgeable if blocked by opponent on air.
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Hello guys, I'm here again with a new technique. Requirements 100% Heat. 2 Burst Combo into ~ -> 2D~C -> Gold Burst -> Land -> 6C -> Astral Finish.
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Here's one more. 5B -> 3C -> 5D~C (midway, whiff) -> j.2D~B -> Taunt Combo x5/6 -> Ender It's easier to do in the corner, but midscreen is possible, despite how crazy it sounds.
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5B -> 6A -> j.8D~A (land) -> j.8D~A (land) -> j.8D~A (land) -> 2D~C -> j.8D~6 -> j.8D~6 -> j.2D~6 -> Cat2x5 [3398] 5B -> 6A -> j.8D~A (land) -> j.8D~A (land) -> 2D~C -> j.8D~6 -> j.8D~6 -> j.2D~6 -> Cat2x1 -> j.2D~6 -> Cat2x5 [3420] Possible to start with 6A as anti air.
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I could try but I don't have much time this week. I'm still schooling and there's a test all till friday. I'll see what I can do though
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Now now, perhaps there was a curse ring above the opponent before they got hit by the 214214D... Now that'll fill it around 60%.. no? 31 + 31 = 62!
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You are at the 50th hit and the curse ended. There's a giant ring of curse above your opponent! A knockdown occurs. You immediately do the air special. All bugs have left the screen... Your special HITS the opponents, causing a mirage of bugs to fly up. Your opponent has effectively 60% RIGHT? No. It will be capped at 50%, even if the air special connects fully, and that the ring cloud touches the opponent at the very end. I could be wrong though, because this was what the local player using arakune did to me. and his curse meter capped at 50%.. so yeah.. I guess I'm probably right? HOWEVER... If ythe 50th hit, your combo somehow ends and your opponent DOES NOT TECH. All bugs left the screen... You do a air special before he techs, and the combo is considered a reset of some sort. Your combo starts from 1, it will fill up like normal.
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Not in frames. More like.. End of fever mode. When SOME of your bugs are still in screen, or that you are doing a combo. Maximum recurse meter filled is 50%. But once all bugs are unavailable, or your combo has ended. You can do 100% curse combos etc. You can end your combo off a surprise air throw.. Actually, or leave your opponent at around 1 or 2 guard primers at the end of your fever. Break their guard someway or another and do a 70% curse combo. Of course, these are all theory-wise. But as for the guard breaking thing. I did all those and it seem to work pretty well.
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Note to all. If your fever mode just ended and you are doing a combo. The maximum amount of recurse meter you can fill is 50%. So there isn't any '100%' recurse nonsense anymore
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100% curse off an air throw possible. The air throw must be halfway through your jump give or take a few cm. j.BC -> j.D -> land -> 5D -> j.A -> j.B(optional) -> j.C -> j.D 100% cursed. True dat
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Hello everyone. Here's a legit combo, tested and proven to work. It's 5.6k++++ damage, in fever mode. 5C(or anytime the opponent is airborne) -> Bird -> Bird -> 236CD -> wait for the D bug to launch the opponent up -> Jump -> Bird -> Bird -> 236CD repeat. you can do up to around 60-80 hits. All legit.