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Stan McJeeves

[CS2] Taokaka Combo and BnB thread.

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New loop:j.8D~A loop

(j.8D~A -> dash)xN

You'll need to dash between each j.8D~A for max reps (although there's no need to dash in a corner). However,You can do most of the setups without dashing if you do 1 less j.8D~A in the combo, which makes the combo much easier, and the damage difference is only ~100 for every setup (for example, j.C -> 5B -> 3C -> etc does 3890 with 3 reps and dash and 3810 with 2 reps and no dash). Even top players like Tsujikawa use some setups with less j.8D~A's to make the combo easier. The only setups that have some significant damage difference are Drive CH, 6C CH and 3C.

j.8D~A loop starter:

Midscreen:

3C -> 236A -> 5D~B -> 5C -> j.8D~A loop

3C -> RC -> 5D~B/j.4D~B -> 5C -> j.8D~A loop (use it if you are too far for the above setup)

6A (2 hits) -> j.8D~A loop

6B -> 22C -> 6D -> RC -> 6A -> j.8D~A loop

6C(CH) -> dash/5D~B -> 5C -> j.8D~A loop

j.5D~B Air-to-Air -> 5C -> j.8D~A loop

j.4D~A CH -> dash -> 5B -> 3C -> Cat1 -> 5D~B -> 5C -> j.8D~A

2D CH -> j.4D~B -> 5C -> j.8D~A loop

4B+C -> 5B -> 5C -> j.8D~A loop

4B+C -> 22C -> 5D~B -> 5C -> j.8D~A loop

4B+C -> RC -> 6[C] -> 2[C] FC -> 5D~B -> loop

j.B+C -> 5D~B -> 5C -> j.8D~A loop

236CC -> 5D~C -> j.5D~B -> 5C -> j.8D~A loop

Gold Burst -> 5D~B -> 5C -> j.8D~A loop

Corner:

3C -> 236CC -> 5D~A -> j.8D~A loop

3C -> 2C -> 5D~A -> j.8D~A loop

5B -> 3C -> dash 5B -> 5C -> j.8D~A loop

5B -> 3C -> 236C x1 -> 5B -> 5C -> j.8D~A loop

5B -> 3C -> 236C 5D~A -> J.8D~A loop (works on Arakune up to 8 reps)

5B -> 3C -> 236C -> 5D~A -> j.8D~A loop *Tager specific

B+C -> j.4D~A -> 5C -> 8D~A loop

B+C -> j.4D~B -> 22C -> 5D~A -> 8D~A loop

B+C -> j.4D~A -> 5D~A -> 5C -> j. 8D~A loop

B+C -> j.5D~A -> 5D~A -> 5C -> j.8D~A loop *Valkenhayn specific

6B+C -> 5D~A -> 5D~A -> 5C (works on Arakune as well.)

j.A -> 5B -> 3C -> [2]8D~B -> 5C -> j.8D~A loop *Back to corner

j.8D~A loop finisher:

BnB midscreen/corner:

... -> 2D~C -> j.8D -> j.5D~6 -> j.C -> j.8D~6 -> j.3D -> 236B x5

Corner/Near corner only:

... -> High jump -> 236B x2 -> j.5D~B -> j.2D~C -> 236B x5 (oki finisher)

... -> 2D~9 -> j.9D -> 2D~C -> j.C -> 6D -> j.C -> 9D -> 236B x5

Number of j.8D~A list:

Midscreen:

Starter: number of reps [damage] [heat gain]

6A: 6x [3310] [40%]

5B -> 6A: 6x [3460] [42%]

5B -> 3C: 6x [3974] [45%]

j.B/C -> 5B -> 6A: 5x [3458] [39%]

j.B/C -> 5B -> 3C: 3x [3983] [45%]

6B CH: 2x [2640] [34%]

6B -> 22C: 3x [3070] [29%]

6C CH: 6x [4407] [45%]

2D CH: 6x [4205] [46%]

j.D~B: 6x [3593] [42%]

236CC: 3x [3579] [42%]

j.C CH air-to-air -> 5C: 7x [4447] [44%]

j.B CH air-to-air: 7x [4363] [42%]

j.4D~A -> dash -> 5B -> 3C: 4x [4295] [46%]

j.4D~B air-to-air -> 5C: 10x [5073] [53%]

4B+C -> 22C: 2x [2900] [36%]

4B+C -> 5B: 2x [2810] [37%]

j.B+C: 4x [4137] [43%]

Gold Burst: 5x [3516] [42%]

Corner:

Starter: number of reps [damage] [heat gain]

5B -> 3C -> 236CC: 5x [4600] [49%]

5B -> 3C -> 2C: 6x [4584] [51%]

5B -> 3C -> 236C -> 5D~A: 7x [4712] [52%]

6B -> 3C -> 236CC: 3x [3590] [46%]

236CC: 6x [3955] [45%]

j.B/C -> 5B -> 3C ->236CC: 4x [4491] [49%]

j.B/C -> 5B -> 3C -> 2C: 4x [4329] [51%]

6B+C: 2x [3888] [42%]

j.A -> 5B -> 3C -> [2]8D~B -> 5C: 3x [3730] [42%]

*This is listing the max reps, but in some setups I recommend to do 1 less j.8D~A to make the combo easier even if you are dashing; sometimes it's not worth risking dropping the combo for ~100dmg. For each omitted j.8D~A, subtract 2-3% heat gain.

Oki combos:

Near Corner:

6A (1hit) -> 5D~C -> j.D~B -> land -> 5C -> 9JC -> j.C-> 236B x1 ->3D -> 236B x5

3C-> 236A -> 5D~C -> j.D~B -> land -> 5C -> 9JC-> j.C-> 236B x1 -> 3D -> 236B x5

Oki combo damages:

j.C->5B->3C->... = ~3100

j.C->5B->6A->... = ~2600

2A->2B->6A->... = ~1700

AB2 Finisher:

Corner only:

5B -> 3C -> AB2 -> 6C -> … Route

... -> 7JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [4800]

... -> 6C -> 7HJC -> 236B x5 -> 9JC -> 236B x5 -> 8JC -> 236B x5 [5200] *works against Valk, Lambda and Bang

...(6C) -> ... -> 7JC -> 236B x5 -> land -> 7HJC -> 236B x5 -> 9JC -> 236B x5 -> 8JC -> 236B x5 [5800]. *works against Makoto, Hazama, Jin, Noel, Litchi, Rachel, Tsubaki, Haku, Mu-12. If the first Cat2 hits all five hits, the combo will be harder.

6B+C -> 4D~A -> AB2 -> 5B -> … Route [~5300]

...-> 236A x1 -> 236C x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *everybody except Haz/Lit/Jin/Ara

...-> 236C x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Haz/Lit/Jin specific

...-> 236A x1 -> 236C x1 -> 6C -> 6C -> 7HJC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Arakune specific

Back to corner:

j.A -> 5B -> 3C (2hits) -> [2]8D~B -> dash -> 5B -> 3C -> AB2 -> 6C -> 7JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [5100]

4B+C -> RC -> [2]C FC -> AB2 -> 6C(6C) -> 7JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [4400] *does not work against Arakune, Valk, Tao and Litchi. Works against Tager if you HJC.

Midscreen/Near Corner:

2A -> 5B -> 3C -> … Route [~4800 to ~5300]

... -> j.D~B -> 5C -> 236C x1 ->236C x1 -> 6C -> 6C -> 8HJC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Rag/Carl/Bang/Lit/Tao/Haz/Noel specific

... -> j.D~B -> dash 5C -> 236C x1 -> dash 6C -> 8JC (not high) -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Rag/Carl/Lit/Tao/Haz/Noel specific

... -> dash 2C -> j.D~B -> 5C -> 236A x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Lamb/Mu/Mak specific

... -> 5D~C -> j.D~B -> dash 5C -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Ara/Haku/Tsu/Tager specific

... -> 5D~C -> j.D~B -> 236A x1 -> 236C x1 -> 6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Rachel/Jin specific

... -> dash 236A x1 -> 5D~6 -> j.D~6 -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Bang/Lit/Rag/Tao specific

... -> dash 236A x1 -> j.D~6 -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Lit/Lamb/Haz specific

... -> 5D~6 -> j.D~6 -> j.2D~5 -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 *Tager specific

2A -> 3C -> AB2 -> dash -> 3C (1hit) -> Cat1 -> 6C -> (dash)6C -> 8JC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [4400]

5B -> 3C -> AB2 -> 5D~B -> 5C -> Cat1 -> 6C -> 8HJC -> 236B x5 -> 8JC -> 236B x5 -> 8JC -> 236B x5 [5100] *works if you are in the middle of the screen, it'll drop with 2A starter, does not work against Lambda, Noel, Platinum and Tager. Works against Bang if you do the 5B while dashing, works against Valk and Arakune if you delay the Cat2 after the fisrt HJC.

Combo into Astral:

2B -> 6A -> JC -> j.2D~B -> taunt -> AH *works near or back to corner.

4B+C -> AH *works anywhere*

Taokaka's 8k corner combo:

2[C] FC -> [6]C -> 236[C]C -> 5D~A -> j.8D~A (9x) -> 2D~C -> Gold Burst -> AB2 finisher.

Miscellaneous Information:

Heat gain from various starters:

(j.C/j.B)5B -> 3C -> 236CC -> 5D~A -> j.8D~A (5x) - 49%*3x if you use j.C/j.B

(j.C/j.B) -> 5B -> 3C -> 236A -> 5D~B -> 5C -> j.8D~A (4x) – 45% *3x if you use j.C/j.B

6A -> j.8D~A (6x) – 40%

(j.C/j.B)5B -> 6A -> j.8D~A (5x) - 39% *4x if you use j.C/j.B

6B -> 22C -> 5D -> RC -> 6A -> j.8D~A (3x) – 29%

6B CH -> 5B -> 6A -> j.8D~A (3x) - 36%

6B+C -> j.4D~A -> 5D~A -> 5C -> j.8D~A (2x) – 42%

4B+C -> 22C -> 5C -> j.8D~A (2x) – 36%

j.B+C -> 5D~B -> 5C -> j.8D~A (4x) - 43%

6C -> 5D~B -> 5C -> j.8D~A (6x) - 45%

2D CH -> 4D~B -> 5C -> j.8D~A (7x) - 46%

j.D~B -> 5C -> j.8D~A (5x) - 40%

Gold Burst -> 5D~B -> 5C -> j.8D~A (5x) - 42%

j.C CH air-to-air -> 5C -> j.8D~A (7x) - 44% (4447)

j.B CH air-to-air -> j.8D~A (7x) - 42% (4363)

j.4D~A -> dash -> 5B -> 3C -> 236A -> 5D~B -> 5C -> j.8D~A (4x) – 46% (4295)

j.4D~B air-to-air -> 5C -> j.8D~A(10x) - 53% (5073)

Note: For each omitted j.8D~A, subtract 2-3% from the total heat gain.

Credits!

KM Riku for posting all these lovely combos for this thread.

Nikki for assisting Riku in translating said combos.

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Not being boring or anything, but it's missing a lot of information and some are even wrong. You could have asked help to build this thread since it's pretty difficult build one. So I will add things myself (I'll do it in my way. If you want to convert it to XDest way, you're welcome)

j.8D~A loop

(j.8D~A->dash)xN

Yeah, you need to dash between each j.8D~A for max reps (there's no need to dash in coner) . However, some setups you can do it without dashing if you do less j.8D~A's, most of those setups only need to remove 1 j.8D~A, which makes the combo fucking easier and the damage difference is ~100 for every setup (for example, j.C->5B->3C->etc does 3890 with 3 reps and dash and 3810 with 2 reps and no dash). Top players like Tsujikawa use some setups with less j.8D~A's to make the combo easier even when dashing. The only setups that have some significant damage difference if you don't dash are Drive CH, 6C CH and 3C starter

j.8D~A loop finisher:

BnB midscreen/coner:

...->2D~C->j.8D->j.5D~6->j.C->j.8D~6->j.3D->Cat2

Coner/Near coner only:

...->High jump->Cat 2 (2 hits)->j.5D~B->j.2D~C->Cat 2 (oki finisher)

...->2D~9->j.9D->2D~C->j.C->6D->j.C->9D->Cat2

j.8D~A loop starter:

Midscreen:

3C->Cat1->5D~B->5C->j.8D~A loop

3C->RC->5D~B/j.4D~B->5C->j.8D~A loop (use it if you are too far for the above setup)

6A (2 hits)->j.8D~A loop

6B->22C->6D->RC->6A->j.8D~A loop

6C(CH)->dash/5D~B->5C->j.8D~A loop

j.5D~B Air-to-Air->5C->j.8D~A loop

j.4D~A CH->dash->5B->3C->Cat1->5D~B->5C->j.8D~A

2D CH->j.4D~B->5C->j.8D~A loop

4B+C->5B->5C->j.8D~A loop

4B+C->22C->5D~B->5C->j.8D~A loop

4B+C->RC->6[C]->2[C] FC->5D~B->loop

j.B+C->5D~B->5C->j.8D~A loop

236CC->5D~C->j.5D~B->5C->j.8D~A loop

Gold Burst->5D~B->5C->j.8D~A loop

Coner:

3C->236CC->5D~A->j.8D~A loop

3C->2C->5D~A->j.8D~A loop

B+C->j.4D~A->5C->8D~A loop

B+C->j.4D~B->22C->5D~A->8D~A loop

Number of j.8D~A list:

Midscreen:

6A: 6x [3310]

5B->6A: 6x [3460]

5B->3C: 6x [3974]

j.B/C->5B->6A: 5x [3458]

j.B/C->5B->3C: 3x [3983]

6B->22C: 3x [3070]

6C CH: 6x [5C route:4281 j.5D~B route:4407]

2D CH: 6x [4205]

236CC: 3x [3573]

4B+C: 2x [22C route:2900, 5B route:2810]

4B+C FC: 3x [3358]

j.B+C: 4x [4137]

Gold Burst: 5x [3516]

Coner:

5B->3C->236CC: 5x [4600]

5B->3C->2C: 6x [4584]

j.B/C->5B->3C: 4x [236C route: 4491, 2C route:4329]

6B+C: 3x [j.4D~A route:3872, j.4D~B route:3900]

*This is listing the max reps, but in some setups I recommend to do 1 less j.8D~A to make the combo easier even if you are dashing...sometimes it's not worth risking for ~100dmg.

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Like I said, these are basically just some notes I jotted down while playing, but I am thankful for your post. Going to update the original post. Also, if you need any help with Japanese translations, I may be able to help somewhat, as I'm able to read Japanese to a certain extent.

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The thread now is too...how can I say it..."polluted". Probably it would be better to XDest recreate a more organized thread like the CS1 one after I update the combos.

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The thread now is too...how can I say it..."polluted". Probably it would be better to XDest recreate a more organized thread like the CS1 after I update the combos.

That would probably a good idea once he comes around.

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Updated the other post with the missing information and setups. Now a post about AB2 finishers:

AB2 Finisher:

Coner only:

5B->3C->AB2->6C->7JC->Cat2->8JC->Cat2->8JC->Cat2 [4800]

5B->3C->AB2->6C->6C->7HJC->Cat2->9JC->Cat2->8JC->Cat2 [5200] *works against Valk, Lambda and Bang

5B->3C->AB2->6C(6C)->...->7JC->Cat2->land->7HJC->Cat2->9JC->Cat2->8JC->Cat2 [5800]. *works against Makoto, Hazama, Jin, Noel, Litchi, Rachel, Tsubaki, Haku, Mu-12. If the first Cat2 hits all five hits, the combo will be harder.

Back to coner:

j.A->5B->3C (2hits)->[2]8D~B->dash->5B->3C->AB2->6C->7JC->Cat2->8JC->Cat2->8JC->Cat2 [5100]

4B+C->RC->[2]C FC->AB2->6C(6C)->7JC->Cat2->8JC->Cat2->8JC->Cat2 [4400] *does not work against Arakune, Valk, Tao and Litchi. Works against Tager if you HJC.

Near Coner:

2A->3C->AB2->dash->3C (1hit)->Cat1->6C->(dash)6C->8JC->Cat2->8JC->Cat2->8JC->Cat2 [4400]

5B->3C->AB2->5D~B->5C->Cat1->6C->8HJC->Cat2->8JC->Cat2->8JC->Cat2 [5100] *works if you are in the middle of the screen, it'll drop with 2A starter, does not work against Lambda, Noel, Platinum and Tager. Works against Bang if you do the 5B while dashing, works against Valk and Arakune if you delay the Cat2 after the fisrt HJC.

Combo into Astral:

2B->6A->JC->j.2D~B->taunt->AH *works near or back to coner.

4B+C->AH *works anywhere*

And if anyone is curious, Taokaka 8k coner combo:

2[C] FC->[6]C->236[C]C->5D~A->j.8D~A (9x)->2D~C->Gold Burst->AB2 finisher.

Credits: Nikki from hitconfirm for helping me with translation.

I think I'm done for now, so XDest can create a more organized thread later. If I missed something warn me please.

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Thanks for the update, Riku. Original post updated.

EDIT: Also added edits from Riku's first post and changed the the post's format to be easier to read.

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Odd thing I found about the j.8D~A ender in CS1: If you don't delay the 9D~5 after the 2D~C, it uses up all of your jumps, and you can't do the final 9D~9. Is it like that in CS2 as well?

Edit: Ah, it thinks I'm jumping before the 9D~5 if I do it fast. Heh.

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Odd thing I found about the j.8D~A ender in CS1: If you don't delay the 9D~5 after the 2D~C, it uses up all of your jumps, and you can't do the final 9D~9. Is it like that in CS2 as well?

Edit: Ah, it thinks I'm jumping before the 9D~5 if I do it fast. Heh.

You are probably jumping after the 2D~C, it's not that rare to happen. However, I don't delay the 8D after the 2D~C, usually I put the stick into 8 right after the 2D~C. I don't remember if it's like that in CS1.

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I'm finding the opposite, if I hold 9 directly after the 2D~C, she jumps, if I wait a split second, I'm fine.

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Alright, I'm gonna be back posting for awhile, just to get a hold of Tao BnB, to be able to play at a casual level at tournaments I enter. It would be pretty sad I show up recording and I have the most non-combotastic Tao on the planet :v:

6A > j.8d~c > j.9d~5 > j.5d~6 > j.c > j.9~9/j.8d~6/j.8d~9? > 3d~6 > cat2

Wtf is wrong with that part? Am I jump installing or something? I keep 5ding like a retard, and thats a pretty important part of the combo..

Or is it like XDest said, where I'm accidentally jump installing during j.9d~5, and I can't get the last up?

EDIT: I'm a tard why am I j.8d~c-ing... It counts as a jump. Wow, welcome back to day 1 Rin..

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If you could do taunt loop in CS1, I think even you can do j.8D~A loop without dashing, Rin :v:. For real...if you can do a 2D~C or a j.8D~C, the loop shouldn't be hard at all.

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If you could do taunt loop in CS1, I think even you can do j.8D~A loop without dashing, Rin :v:. For real...if you can do a 2D~C or a j.8D~C, the loop shouldn't be hard at all.

I can do the loop.. inconsistently. Give me a day and I'll have it "down". I just didn't do many air drive cancel BnB's in CS1, so my practice with the typical tao "2d~5 5d~6 j.c 9d~9 3d~6 cat2" type combo's are minimal.

As a matter of a fact the one that I DID do consistently (2d~9 > j.2d~c > j.2d~c > j.c > 9d~9 > j.c > 9d~9 > ... > 3d~6 > cat2) doesn't seem to finish cat2 anymore.

EDIT: Well, omit the last j.c > 9d~9 I guess it works..

Basically I'm starting from scratch, and the only combo I get down is 5B 6A j.a j.c JC j.c cat2. SO GDLK =w=

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Sorry that this is not contributing at all to the topic, but CS2 Tao is AMAZING. so much better than before. also, lol at tager challenge combo 9 (watch the sample play if you haven't already)

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I can do the loop.. inconsistently. Give me a day and I'll have it "down". I just didn't do many air drive cancel BnB's in CS1, so my practice with the typical tao "2d~5 5d~6 j.c 9d~9 3d~6 cat2" type combo's are minimal.

As a matter of a fact the one that I DID do consistently (2d~9 > j.2d~c > j.2d~c > j.c > 9d~9 > j.c > 9d~9 > ... > 3d~6 > cat2) doesn't seem to finish cat2 anymore.

EDIT: Well, omit the last j.c > 9d~9 I guess it works..

Basically I'm starting from scratch, and the only combo I get down is 5B 6A j.a j.c JC j.c cat2. SO GDLK =w=

That combo doesn't work anymore because 2D have same-move proration:v:

I recommend you training the loop now since you already know the basic of Tao lol. Try doing challenge 8, it's pretty much what you have to do in a j.8D~A loop without dashing and it's pretty easy if you are already used to Tao...except he could have done 1 more repetition, but whatever.

Without dashing and miscreen, do 3 j.8D~A after 6A, 2 or 3 after j.C->5B->3C and 2 after air throw. I think it's the best way to start training it.

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5b 3c 236a 5d~b 5c j.d8~a j.d8~a

I haven't hit one second rep on this combo yet. Ive done 6 reps easy off of 5b 6a, but with this BnB, I can't get it to even loop once. Wtf. They tech so fuckin fast that even 2d won't connect after. Why are then teching so fast?

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Hun...dunno. You shouldn't have problems at all if you already can do it after a 6A. Hold 9 after the first j.8D~A and press D~A when your opponent stops spinning and start to fall....that's how I do it.

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Hmm... well I know what the problem is, but I have no idea why... It input display has the JC in there, but the 9 part of the 9D~9 doesn't exist. But I'm in the AIR when I'm driving up, which means it cannot be 2d.

ITS A MYSTERY. I guess I'll just go strait to 2d~c for now :[

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Hey does this work mid screen..

FC 2c>Full-6c>214D>J.4D~B>236A(x1)>5D~B>5c>J.8D loop>2D~C>j.8D>J.D>J.c>j.8D>236BBB>J.2D>236BBBB

i do this combo off a fatal in cs,, but i changed it around for CS2,, so how much does it get & how many j.8D~A's can u do ?.?

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I'm finding the opposite, if I hold 9 directly after the 2D~C, she jumps, if I wait a split second, I'm fine.

Ah, now I can do it quick. If you're holding 9, you have to pretty much mash D as soon as possible after the 2D~C. Now she doesn't do the extra jump ever. Double tapping might be the easiest way to accomplish this.

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Hey does this work mid screen..

FC 2c>Full-6c>214D>...

That combo won't work at all in CS2. 6C no longer wallbounces unless it's a CH (you can't wall bounce if you chain into the 6C either). Also, 2C only does a FC when fully charged, so even if 6C wallbounced, it would be completely impractical due to the charge time.

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That combo won't work at all in CS2. 6C no longer wallbounces unless it's a CH (you can't wall bounce if you chain into the 6C either). Also, 2C only does a FC when fully charged, so even if 6C wallbounced, it would be completely impractical due to the charge time.

6C fully charged does wallbounce midscreen...but like you said, it's completly impractical unless you guard break your opponent...but guard breaking with Tao is almost impossible.

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Okay so when you're doing the loop midscreen, do you have to dash EVERY time between j.8d~a's, or can you kinda cheat and dash the first one and get SEVERAL extra loops in. To have to dash EVERY one just makes the whole combo more droppable, for as you guys said, very little extra damage.

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