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TaoFTW

[CT] Taokaka Combo & BnB Thread

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Whenever I try to do the following combo:

5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 214d -> j.2d~b -> 5c -> 2d~6 -> j.c -> 8d~6 -> j.236bb -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb

The bolded part comes out as a regular 6D~6, and not 8D.

Any help? I know I press the buttons right.

That's got to be a typo, you can't do more than two 8d's unless you land at some point. The last j.c -> 8d~6 shouldn't be there.

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Here's a cool one I saw Taosis do in a vid. (Tager specific) 3C 6D~6 D~B [hit] 2D~B [hit] taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 236BB 236BBBB 2D~6 [4297]

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Ok, yet another newbie asking for some j.236BB -> j.236BBBB help. So for the 8D~6 drive combo's, I've managed to finally get the timing down to get from the last j.C -> 8D~6 -> j.236BB part (and almost have the 236BB > 236BBBB part down too). However, for some reason, even though I can do it it in the above combo's, any of the 5D~6 drive loops, I can't seem to get j.236BB to go off after the drive. Since really going through and reading this thread, I made an effort to completely eliminate any and all button mashing during combo's. This may be why I can't get the j.236BB to go off after a 5D~6, but I was hoping someone could give me a visual cue to help me figure out exactly what I'm doing wrong. The combo that I'm trying to do starts from a 3C launch, and the part that I'm drilling right now is: 3C > 5D~6 > j.C > j.5D~6 > j.236BB > j.C What happens: I do a normal j.B in the air after the drive I do the j.236BB in the air, but don't connect because I'm too far away(tried using Jin, Ragna, Bang, Haku, and Tager) I do the j.236BB, but it's right above the character / they tech right before I hit it and therefore miss The visual cue I got from this thread already was to watch Tao's Spin during the drive, and just before the completion of the spin, you hit the j.C. For some reason though, I can't get the j.236BB to land off the 5D~6 drive, even though I can do it off the 8D~6 drive. Any help? Or do I have to just keep drilling this 6 million times until I get it? I do the

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You can do 236B after a 2nd horizontal drive loop? I don't think that's even possible. I think it's only possible off the first. (as in 3C 6D~6 236B 2D~B [hit] taunt...) Usually it's done after a vertical loop, or an air-dash j.C. (as in Normal hit 2D 66 j.C 236BBBB 2D~B [hit] taunt...) That's not a place you'll usually see 236B. Are you sure it works?

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in a horizontal drive loop, you won't have the altitude to do that...they'll just fall to the ground and you cut your combo short...unless you're thinking of 3c 6d~6 236b 2d~b taunt/5c yadda yadda ya.

edit: grammar and crap.

edit #2: me and xdest are referring to a combo that looks like this: http://www.youtube.com/watch?v=XQdnAZHFsUY#t=6m25s minus the botched 236bbbb at the end.

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in a horizontal drive loop, you won't have the altitude to do that...they'll just fall to the ground and you cut your combo short...unless you're thinking of 3c 6d~6 236b 2d~b taunt/5c yadda yadda ya.

edit: grammar and crap.

edit #2: me and xdest are referring to a combo that looks like this: http://www.youtube.com/watch?v=XQdnAZHFsUY#t=6m25s minus the botched 236bbbb at the end.

Yeah, usually the best way is to turn a horizontal drive loop into a vertical drive loop by doing j.A j.C or j.A j.A depending on the character, then going into some 9D~9s. Then you can end off with 236B. For example 3C 6D~6 j.C 6D~6 j.C 6D~6 j.A j.A 9D~9 j.C 9D~9 .. 236BB 236BBBB would be a simple version of this.

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Yeah, I was trying to do the: (as in 3C 6D~6 236B 2D~B [hit] taunt...) Type combo, only the one that's listed as one of the universal combo's where you go j.236BB > j.C > then work your way back up. It's seriously not possible to do j.236BB after a j.5D~6? Good lord. I have been trying to do that for a full week, drilling over and over and over.:vbang: I honestly don't know whether I feel like crying or jumping for joy. On the bright side, this means I can probably do a whole bunch more of the combo's listed, and my timing for the drive loops has gotten pretty good. Ugh. Man. I really have to read these combo's closer. *string of obscenities* I could have SWORN that I saw someone do 3C > 5D~6 > j.C > j.5D~6 > j.236BB > j.C > etc. I'll have to try to search down that video and link it here. Until then, I hang my head in shame.

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This is driving me nuts, I'm working on 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> ( j.c -> j.8d~6 ) x2 -> j.236bb -> j.236bbbb

And I just can't get that darn 5c to come out. I can start the combo, I can make it up to the j.2d~b cancel and do it successfully, but I don't land with enough time for Tao to follow-up with that 5c. They recover way before I have time to get it out.

What am I messing up?

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This is driving me nuts, I'm working on 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> ( j.c -> j.8d~6 ) x2 -> j.236bb -> j.236bbbb

And I just can't get that darn 5c to come out. I can start the combo, I can make it up to the j.2d~b cancel and do it successfully, but I don't land with enough time for Tao to follow-up with that 5c. They recover way before I have time to get it out.

What am I messing up?

I'd like to know this as well since I'm experiencing the same problem. However, if I do this combo at the corner I can get out 5b instead of 5c and be able to start the drive loop juggle right after. But if it's midscreen I have the same problem getting the 5c to come out in time before the opponent techs.

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This is driving me nuts, I'm working on 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> ( j.c -> j.8d~6 ) x2 -> j.236bb -> j.236bbbb

And I just can't get that darn 5c to come out. I can start the combo, I can make it up to the j.2d~b cancel and do it successfully, but I don't land with enough time for Tao to follow-up with that 5c. They recover way before I have time to get it out.

What am I messing up?

Maybe i can help. I've expirienced the same problem while learning this combo. you probably just have to wait a bit longer after 5d~6 to connect the j.C. the opponent will be closer to the ground and you can use 5c before he techs...

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This is driving me nuts, I'm working on 5b -> 3c -> 5d~6 -> j.c -> j.236b -> j.2d~b -> 5c -> 2d~6 -> ( j.c -> j.8d~6 ) x2 -> j.236bb -> j.236bbbb

And I just can't get that darn 5c to come out. I can start the combo, I can make it up to the j.2d~b cancel and do it successfully, but I don't land with enough time for Tao to follow-up with that 5c. They recover way before I have time to get it out.

What am I messing up?

Remember on top of what the previous posters recommended:

1. The timing of your first j.c in the combo is the most important part of the combo. If you hit it too low, it makes the j.2d~b harder to pull off.

2. Are you sure you are doing the j.2d~b successfully? If you are, double check to see if your joystick is in its default position. It is really easy to not let the joystick return to 5, Tao will move a tiny bit, hit the 5c or taunt and wonder why it didn't come out. As soon as you see Tao dive for the j.2d~b, let go of the joystick. Train your fingers to be quick and nimble, so that each input is clearly separated from the prior. When you see the input display at the bottom of the training screen, it should be perfect or close to it.

3. Practice. You will get it :kitty:

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I thought we should make a new thread with some better organization of combos. People get pretty confused by the initial list. Added some of my own, and some from the Japanese combo videos.

3C combos can be linked off:

5B, 5C, 2A, j.C, any drive RC'd, 6B 5B crouched against some characters, 6B 5B CH

6C combos can be linked off:

CH 5B, CH 5C, CH 2C, CH j.C when both players are in-air, RC after the 3rd hit of 3C

6A combos can be linked off:

5B, 2A, 2B

B+C or 4B+C can be done after:

[2A, 2AA, 6B, 2B (no barrier)] (Purple), Ground Game (usually after a 236BB 236BBBB) (Green).

Standard Linked non-air Combo: (linked from pretty much any normal)

2B 5C 236A x n 5D~any

(can be done fine without the 2B)

Standard 6C Combo:

6C 236C[charge]C 2D~6 j.C 9D~9 j.C 9D~9 ... 236BB 236BBBB [4484]

6C Cat Spirit One Combo: (useful for when your 6C hits when you were expecting them to block it, and won't have a 236C charged up)

6C 236AA (first hit whiffs) D~B [hit] .. 5B 2D~6 j.C 9D~9 236BB j.C 9D~9 236BBBB [3821]

6C Taunt Combo

6C 66 taunt 214D 2D~B [hit] taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB [~4700]

Standard Triple Drive Loop 3C Combo (Normal/Large characters only)

3C D~6 (j.C D~6) x2 j.A j.A 9D~9 j.C 9D~9 236BB 236BBBB [3524]

3C D~6 (j.C D~6) x2 j.A j.C 9D 66 j.C 236BB 236BBB

3C D~6 (j.C D~6) x2 j.C j.C j.C 236BBBB 2D~6

(Arakune/Tager) 3C D~6 (j.C D~6) x2 j.A j.C 9D~9 9D~9 .. 236BB 236BBBB

(Some of these can have a fourth loop added on select characters, but only if you didn't link anything beforehand)

Drive Cancel 3C Combos (First two are pretty much universal except for Carl)

3C D~B [no hit] 5B 5C 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3352]

3C D~B [hit] 5B 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3441] (Note: After the first 9D~9 you can do D~A [hit] 9D~9 236BB 236BBBB instead for a +150 damage increase.)

(Recommended for Normal/Large) 3C D~B [hit] 5C 236AA 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB [3783] (able to add another 236A if nothing is linked beforehand for a +50 damage increase)

(Normal/Large characters only) 3C D~B [hit] 5B 2D 6D~6 j.C D~A [hit] 9D~9 236BB j.C 9D~9 236BBBB [3799]

(Ragna and Litchi only? Nothing can be linked beforehand.) 3C D~B [hit] 5B 2D 6D~6 j.C 6D~6 j.C 6D~6 j.A j.C 9D~9 66 j.C 236BB 236BBBB [3960]

(Tager only) 3C 6D~6 D~B [hit] 2D~B [hit] taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 236BBBB 2D~6 [~4150]

3C 6D~6 j.C 236B 2D~B [hit] 5C 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB [3726]

3C Taunt Combo

3C 6D~6 j.C 236B 2D~B [hit] taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 236BBBB 2D~6 [3850]

3C Corner Combo

3C D~5 D~A [hit] D~A [hit] 5C 2D~6 D~C [hit] D~A [hit] 9D~9 j.C 9D~9 .. 236BB 236BBBB [4200?]

3C D~A [hit] taunt/5C 236A x4/5 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB

6A Taunt Combo

6A j.2D~B [hit] taunt 214D 2D~B [hit] taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB [3663]

6A j.2D~B [hit] taunt (236AA or 236CC) 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB [3737]

2D Normal Hit Combo

2D 66 j.C 236BBBB 2D~B [hit] taunt 236AA 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB [3442]

2D Counter Hit Combo

2D 6D~6 (j.C 6D~6) x 3 j.A j.C (or j.A j.A depending on character) 9D~9 .. 236BB 236BBBB

(Arakune and Tager) 2D 6D~6 (j.C 6D~6) x 3 j.A j.C 9D~9 9D~9 .. (236BB 236BBBB or invisible j.B+C)

j.D Counter Hit Combo

j.D~B [hit] taunt 236CC 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB (can substitute with 214D 2D~B [hit] taunt etc for an extra 100-200 damage.) [4850]

j.C Any and j.D Normal Hit Combo

Drive loop or follow the same procedure as the 2D NH Combo.

Back Throw Combo

4B+C 236C[any charge]C 2D~6 j.C 9D~9 j.C 9D~9 ... j.236BB j.236BBBB [2987]

4B+C 214D 44 j.2D~B [hit] taunt 236AA 2D~6 j.C 8D~6 j.236BBBBB

Standard Throw Combo

B+C 66 j.C 6D~6 j.C 6D~6 j.A j.A 9D~9 236BBBB 2D~6

B+C 66 j.C 236BB 2D~B [hit] 5B 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB

B+C j.4D~B [hit] 5B 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB

Throw Corner Combo

5B+C j.4D~5 5D~A [hit] 5D~A [hit] 5C 3D~6 5D~C [hit] 5D~A [hit] 9D~9 j.C 9D~9 .. j.236BB j.236BBBB

5B+C j.4D~5 taunt 236AA x4 2D~6 j.C 9D~9 j.C 9D~9 .. 236BB 236BBBB

Super Linked Combo (for Unburstable damage)

6B 236236D

6C 214214C

4B+C 236236D

Carl Combos (Yes, we need a section for Carl Combos. Disregard the rest of the thread when facing Carl. :vbang: ) (Will update later)

6A (1hit) JC 5D~B [Hit] taunt 236AA 2D~6 j.C 9D~6 j.C 9D~6 j.236bb j.236bbbb

Note 1: After 2D~6, always slide to 9 and HOLD IT.

Note 2: Before the first 236BB, always delay a good amount. This goes for pretty much any combo including the one loop ones.

Note 3: If you still can't time ... 236BB 236BBBB, you can do 236BBBB 2D~6 for very similar damage. You get no ground game. This might also be useful for hit-and-run anti matchups where you don't use any ground game. Works well vs. Carl, since .. j.236BB j.236BB doesn't really do good damage.

Note 4: If you miss 3C combos on hit, you can recover and do 3C combo on no hit (it will be dimmed and escapable) providing they don't instantly tech. And if they do, they might tech into it anyways.

Note 5: All D~A [hit] combos must be done near a corner, although you don't have to initially be right against it.

Note 6: For high enough 236BB 236BBBB finishes, you can add another 2D for a +50 to +100 damage increase, depending on if it was a taunt combo and what the proration was.

Note 7: Taunts can be replaced by 5C for less damage but easier timing. (Certain situations only. Might not apply for every taunt combo.)

Note 8: All 2A links will result in a 1000 damage penalty. 5B, 6B and 3C links will barely have any.

Would something like this be good for the new Combo and BnB thread? Anyone want to edit it with some other combos? I just wanted to provide a good framework for readability. I tried to build off my previous post for this. If everyone likes it, want to get the damage outputs for all these?

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I have a question about this combo from page 24: 3: 3C D~6 236B j.2D~B [hit] 5B[OR]5C 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3571] I always go black heat after the 236B. Can anyone give me any tips?

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Wait a second, there's no j.C there?

It should be

3C D~6 j.C 236B j.2D~B [hit] 5B[OR]5C 2D~6 j.C 9D~9 .. j.236BB .. j.C 9D~9 j.236BBBB [3571]

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Would something like this be good for the new Combo and BnB thread? Anyone want to edit it with some other combos? I just wanted to provide a good framework for readability. I tried to build off my previous post for this. If everyone likes it, want to get the damage outputs for all these?

Very nice Xdest. Few things I wanted to comment on if you don't mind?

If you do mind, disregard this post entirely :vbang:

Alright:

Note 7: Taunts can be replaced by 5C for less damage but easier timing.

This is true in some situations, but sometimes taunt or 5c is needed to make the combo work, and is not interchangeable.

4B+C 214D j.2D~B [hit] taunt 236CC 2D~6 j.C 8D~6 j.236BBBBB

I'm assuming you mean 236aa after the taunt? Also on a side note: One of the Japanese videos show Tao doing 4B+C -> 214D -> j.44 -> j.2d~b -> etc. For me, it's easier to time it that way since as you know, it is way too easy for your opponent to land behind you while you taunt with that combo.

You can add this taunt combo for Carl:

5B -> 6A (1hit) -> JC -> 5D~B (Hit) -> Taunt -> 236AA -> 2D~6 -> j.C -> 9D~6 -> j.C -> 9D~6 -> j.236bb -> j.236bbbb

My 2 cents :psyduck:

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I started to work on this combo from the front page: 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.236bbbb (3.9k: No knockdown) I'm able to get it and all, but it only does about 3.3k for me, I can get up to 3.5k if I do more drive loops, but how do you get it to 3.9?

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You get two iterations of j.c -> j.8d~6. 5b -> 6a x1 -> JC -> j.2d~b -> Taunt -> 236cc -> 2d~6 -> ( j.c -> 8d~6 ) x2 -> j.236bbbb should be the full combo. You also should start j.236bbbb early for all 4 hits to happen.

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I really feel like I want to extend on the (5B -> jC -> jB) x n combo on Tager, but I have no time tonight. Can anyone check if Tager Loop x 4 can some extra stuff slapped on? I know I can go in for an interesting 5B -> Hexa Edge, (the last hit doesn't combo, but if the opponent does not know that, its an extra 1900) but what I want to see is something like (5B -> jC -> jB) x 4 -> 2D~B(RC) -> (5B -> jC -> jB) x n followed by a Hexa Edge ender or yet another 2D~B(RC) to another Tager Loop. Also, I think one Tager Loop linked into 3C can have some interesting Drive Loops, but he has been teching out a lot. Let me know on any fun discoveries there, I want to see some old school GG Potemkin infinite-esque stuff. :kitty:

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