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XDest

[CSE] Taokaka Combo Thread

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Well, at least YOU HAVE DONE IT ! . I couldn't do that combo due to controller problem, since i'm a semi-pad player. So i just do the normal jump version and on the chars that it doesn't work on i just put AB2 in the not to be used list or just do a simple 5B -> 3C (2 hit ) -> AB2.

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That ending combo caught me off guard as well. How do you do Tao Astral so she jump on the other side of the screen anyway? I have never been able to do that,

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It may be the same concept as the [2 charge] -> 8d goes back, but [2 charge] -> 9d goes forward. Maybe [4 charge] -> 2 -> 9 moves them forward? Someone test it!

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Following suit with Mystic D, let me try my hand at notating that video (in Rin's post).

Also, thanks KM Riku.

I'm kinda tired at the moment, so let me know if I've made mistakes.

Direction 3/6/9 implies relative forwards/whatever way Tao is facing

Direction 1/4/7 implies relative backwards/opposite of whatever way Tao is facing

Screen placement - opponent state required - amount of heat used - opponent in the video - extra information

combo

damage/heat gain

minimum starting heat: amount (amount if 75% in cooldown)

Notes from original video

If a jump or jump cancel isn't working, try using a super jump instead (and vice-versa in the opposite case). It was a bit hard to tell the difference.

I also sometimes put the delays (the "..") and sometimes didn't. Adjust as necessary. (Only in regards to the enders- parts with j.c, j.9d~9, and j.3d~3)

Standing Loop Combos

1.) @0:05

Midscreen/Anywhere - vs Standing - 0 heat - vs Valkenhayn - uses Standing Loop

5b -> 5c -> 9jc -> j.b(1) -> j.2b -> j.c -> 66a(1) -> 5d~b -> 5c -> 2d -> j.6d~6 -> j.c -> j.9d~9 -> j.c -> j.9d~9 -> j.3d~3 -> j.236b x5

3256 damage/39 heat

Author's note: (I couldn't quite get it)

2.) @0:15

Midscreen/Anywhere - vs Standing - 0 heat - vs Litchi - uses Standing Loop

5b -> 5c -> 9jc -> j.b(1) -> j.2b -> j.c -> 66a(1) -> 6d~6 -> j.c -> 9jc -> j.b(1) -> j.3d~3 -> j.236b x5

2658 damage/(26?) heat

Author's note: It's not too high, not too low, and the carrying capacity is quite high.

3.) @0:24

Midscreen/Anywhere - vs Standing - 0 heat - vs Relius - uses Standing Loop

5b -> 5c -> 9jc -> j.b(1) -> j.2b -> j.c -> 66a(1) - 6d~6 -> j.2d~b -> 5c -> 9jc -> j.a or j.b(1) -> j.236b x5

2705 damage/26 heat

Author's note: Carries decently; j.a and j.b(1) are both usable(?)

Basic Situational Combos

4.) @0:32

Corner - vs Standing - 0 heat - vs Jin

5b -> 3c -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 214d -> j.4d~c -> j.2d~b -> 6a(1) -> 8jc -> j.b -> j.236b x5

3637 damage/38~ heat

Author's note: (I couldn't gather it)

5.) @0:45

Midscreen - vs Crouching - 0 heat - vs Relius - P2 to corner

2b -> 6a(1) -> 6d~6 -> j.2d~b -> 6a(1) -> 8jc -> j.2b -> j.d~a -> 6c -> 66c -> 236cc -> 2d~c -> j.9d~9 -> j.3d~3 -> j.236b x5

3230 damage/(41?) heat

Author's note: Parts carry pretty well

Ground-to-Air Combos

6.) @0:56

Midscreen - vs Jumping(low) - 0 heat - vs Carl - P2 to corner; Possibly "vs jumping" not required

6a -> 9hjc -> j.236b -> j.5d~a -> 6c -> 214d -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.8d~c -> j.9d~9 -> j.3d~3 -> j.236b x5

3370 damage/44 heat

Author's note: Easier hit-confirm/transition due to using 6a(2) rather than 6a(1) (?I think this is referring to starting a combo with 6a, most immediately combos 6 through 9, and checking to see if you're getting a normal hit or counter hit on an opponent that's jumping in)

7.) @1:09

Back to Corner - vs Jumping(low) - 0 heat - vs Hakumen - Possibly "vs jumping" not required

6a -> 9hjc -> j.236b -> j.2d~b -> 7jump -> j.b -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.236b x5

2877 damage/36 heat

8.) @1:20

Midscreen/Anywhere - CH vs Jumping - 0 heat - vs Bang

CH 6a -> 8hjc -> j.c -> j.8d -> j.6d~6 -> j.c -> .. -> j.9d~9 -> j.3d~3 -> j.236b -> j.3d~3 -> j.236b x5

2655 damage/29 heat

Author's Note: Possible to do j.c -> j.3d~3 -> j.236b x5 in place of j.236b -> j.3d~3 -> j.236b x5 for more heat (??? damage)

9.) @1:28

Midscreen - CH vs Jumping - 0 heat - vs Arakune - P2 to corner

CH 6a -> 236c -> 22c(1) -> 6d~6 -> j.5d~a -> 6c -> 6c -> 236cc -> 2d~6 -> etc.

??? damage/??? heat

Author's Note: Corner carry for when you CH

Misc1

10.) @1:36

Midscreen - CH vs Standing - 0 heat - vs Relius - Midscreen to corner

CH 6c -> 214d -> j.4d~a -> 66 -> 5c -> 6d~6 -> j.5d~a -> 6c -> 66 -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> j.9d~9 -> j.236b x5

4840 damage/(53?) heat

Author's Note: (?Not exactly sure, but I think it's on j.4d~a switching sides. It seems to depend on how quickly you go into the j.4d~a after the 214d, though you can pick it up on either side with quick reflexes/paying attention to how early/late you did it; early = before the wallbounce = same side; late = after the wallbounce = switch sides)

Air-to-Air Combos

11.) @1:50

Midscreen Air-to-Air - CH vs Jumping - 0 heat - vs Hakumen - P2 to corner

CH j.5d~a -> 66(..) -> 9hjump -> j.236b -> j.5d~a -> 6c -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> .. -> j.9d~9 -> j.9d~9 -> j.236b x5

2835 damage/41 heat

Author's Note: Be aware that the same move is used

12.) @2:03

Midscreen Air-to-Air - vs Jumping - 0 heat - vs Relius - P2 to corner

j.5d~b -> 5c -> 9jc -> j.236b -> j.5d~a -> 6c -> 6c -> 236cc -> 2d~6 -> etc.

??? damage/??? heat

Author's Note: Judge according to height in the air

13.) @2:09

Midscreen/Anywhere Air-to-Air - vs Jumping - 0 heat - vs Tager

j.a -> j.c -> j.8d~a -> 2d(~c) -> j.8d -> j.6d~6 -> j.c -> .. -> j.9d~9 -> j.3d~3 -> j.236b -> j.3d~3 -> j.236b x 5

3112 damage/(32?) heat

14.) @2:19

Midscreen Air-to-Air - CH vs Jumping - 0 heat - vs Hakumen - P2 to corner

CH j.a -> .. -> j.236b -> j.5d~a -> 6c -> 66 -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> etc.

??? damage/??? heat

15.) @2:27

Midscreen Air-to-Air - CH vs Jumping - 0 heat - vs Rachel - P2 to corner

CH falling j.c or j.2b -> 5c -> 9hjc -> j.236b -> j.5d~a -> 6c -> 66c -> 236cc -> 2d~6 -> j.c -> j.8d~c -> j.9d~9 -> j.3d~3 -> j.236b x5

3884 damage/(40?) heat

Overhead Combos (mostly with meter)

16.) @2:38

Near Corner - FC vs Standing - 0 heat - vs Lambda

FC 6b -> 5c -> 6c -> 214d -> j.4d~a -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> j.9d~9 -> j.236b x5

4017 damage/(52?) heat

Author's Note: Works from around the edge of the starting position screen

17.) @2:53

Corner - vs Crouching - 100 heat - vs Noel

6b -> 236236d -> RC -> 6c -> 4d~a -> 6c -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> .. -> j.9d~9 -> j.236b x5

4367 damage/29~ heat regained

minimum starting heat: 99 (99 if 75% in cooldown)

Author's Note: Near Corner combo; check the gauge while the opponent buckles from the hit

18.) @3:06

Midscreen - vs Standing - 50 heat - vs Hakumen - P2 to corner AB2

236cc -> 2d~c -> .. -> j.236b -> j.5d~a -> 6c x3 -> 236236b -> etc.

??? damage/??? heat

19.) @3:15

Midscreen - vs Standing - 50 heat - vs Tager - P2 to corner AB2

236cc -> 5d~c -> j.5d~a -> 6c x3 -> 236236b -> etc.

??? damage/??? heat

Author's Note: (*I* would recommend against this combo. Although it's technically universal, it's more suited for characters with a larger hitbox as you have to hit with the very edge of it on characters with a smaller hitbox; even on the larger hitboxed characters, it requires not being directly upon your opponent, or else they'll also switch sides from the hit of 5d - note the distance even in the video between this combo and the one right before it. If you do decide to go this path and find you're too close, you can actually follow it up by forgoing the ~c and jumping at the earliest point possible (about right before she peaks) during the now backwards recovery of 5d, followed by a j.a. Meaning: 236cc -> 5d -> 7jump (this will turn Tao around) -> j.a -> stuff. The timing's tighter on some characters, and I know I'm not at all used to it.)

20.) @3:23

Corner - vs Standing - 0 heat - vs Relius

236cc -> 5d -> j.236b -> j.5d~a -> 6c -> 4d~a -> 6c -> 22c(1) -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> .. -> j.9d~9 -> j.236b x5

3715 damage/43~ heat

Throw Combos

21.) @3:35

Near Corner Throw - vs Standing - 0 heat - vs Relius

6b+c -> j.5d~a -> 6c -> 236cc -> 2d~6 -> etc.

??? damage/??? heat

Author's Note: Works on Bang, Hakumen, Hazama, Lambda, and Relius

22.) @3:41

Near Corner Throw - vs Standing - 0 heat - vs Arakune

6b+c -> j.66 -> j.c -> j.5d~a -> 6c -> 6c -> 236cc -> 2d~6 -> etc.

??? damage/??? heat

Author's Note: Works on Arakune and Mu

23.) @3:49

Midscreen Throw - vs Standing - 50 heat - vs Platinum - almost P2 to Corner AB2

6b+c -> j.6d~6 -> j.2d~a -> 5d(~c) -> j.5d~a -> 6c -> 236236b -> 6c -> 7jc -> j.236b x5 -> 9jc -> j.236b x5 -> 8jc -> j.236b x5

5333 damage/??? heat

minimum starting heat: 34 (38~ if 75% in cooldown)

Author's Note: Works on Makoto, Mu, Noel, Platinum, and Rachel; uses the same move (so quick ender)

24.) @4:01

Midscreen Throw - vs Standing - 0 heat - vs Hakumen - P2 to corner

6b+c -> j.5d~b -> 5c -> 6d~6 -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.236b x5

3077 damage/(39?) heat

Author's Note: Carries well (about 2/3rds of the screen)

RC Combos

25.) @4:13

Corner - vs Standing - 50 heat - vs Carl

5b -> 3c -> RC -> 5c -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~c(?) -> etc.

??? damage/??? heat

Author's Note: (?The notation listed says 5b -> 3c -> RC -> j.5d~a -> 6c -> 4d~a -> 6c -> etc.?)

26.) @4:22

Midscreen - vs Standing - 100 heat - vs Hakumen - P2 to corner AB2

2b -> 5c -> 2c -> 5d -> RC -> 6a(1) -> 8jc -> j.2b -> j.5d~a -> 6c -> 6c -> 236236b -> 6c -> 7hjc -> j.236b x5 -> 9jc -> j.236b x5 -> 8jc -> j.236b x5

5552 damage/2 heat

minimum starting heat: 84 (86 if 75% in cooldown)

Author's Note: Uses 100 heat, but it's a pretty good opportunity

Starting Distortion Combos

27.) @4:34

Midscreen/Anywhere - vs Standing - 50 heat - vs Hakumen

236236c -> 22c(1) -> 2d -> j.6d~6 -> j.c -> .. -> j.9d~9 -> j.236b x5

3776 damage/19 heat regained

28.) @4:46

Corner Cross-up - vs Standing - (50 heat) - vs Makoto - Start out in AB2

(Start out in AB2) -> 214d -> j.214d -> j.a -> 5b -> 5d~b -> 66 -> 5b -> 6c -> 8jc -> j.236b x5 -> 8jc -> j.236b x5 -> 8jc -> j.236b x5

4327 damage/0 heat

Author's Note: 6c x2 on certain characters followed by a 7hjc(?)

29.) @4:54

Corner Throw - vs Standing - (50 heat) - vs Noel - Start out in AB2

(Start out in AB2) -> 6b+c -> j.4d~a -> 236a -> 236c -> 6c -> 8jc -> j.236b x5 -> 8jc -> j.236b x5 -> 8jc -> j.236b x5

4892 damage/4 heat regained

Misc2

30.) @5:05

Corner Gold Burst - vs Standing - 50 heat - vs Relius - Uses 1 burst; leads to AB2

214d -> j.214d -> Gold Burst -> 66 (switch sides) -> 2b -> 5c -> 9jc -> j.236b -> j.5d~a -> 6c -> 4d~a -> 6c -> 236236b -> 6c -> 7hjc -> j.236b x5 -> 9jc -> j.236b x5 -> 8jc -> j.236b x5

5010 damage/??? heat

minimum starting heat: 34 (38 if 75% in cooldown)

Author's Note: The crossup and having to re-switch sides were just a situational example

Fatal Counter Combos

31.) @5:18

Midscreen/Anywhere - FC vs Standing - 0 heat - vs Valkenhayn

FC (max charged) 2c -> (max charged) 6c -> (max charged) 236cc -> 2d~6 -> j.2d~c -> j.c -> j.6d~6 -> j.c -> j.9d~9 -> j.c -> j.9d~9 -> j.3d~3 -> j.236b x5

5072 damage/42 heat

Author's Note: (I have no idea. Possibly be careful near the ends of the stage?)

32.) @5:30

Midscreen/Anywhere(?) - FC vs Standing - 0 heat - vs Tager

FC (max charged) 2c -> (max charged) 6c -> 214d -> j.4d~a -> 5d~b -> 5c -> j.8d~a loop x6 -> 2d -> j.6d~6 -> j.c -> j.9d~9 -> j.c -> j.9d~9 -> j.3d~3 -> j.236b x5

5.7k? damage/(54?) heat

Author's Note: Reducing the j.8d~a loop to 3-4 times should make it stable even midscreen. (Also, be careful around the ends of the stages?)

33.) @5:47

Near Corner - FC vs Standing - 0 heat - vs Bang

FC (max charged) 2c -> (max charged) 6c -> 2c -> 6c x3 -> 214d -> j.4d~a -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> j.9d~9 -> j.236b x5

6236 damage/(63?) heat

Author's Note: Combos from a little beyond the edge of the center starting screen. (?I have no idea about the second note.)

34.) @6:06

Corner - FC vs Standing - 0 heat - vs Carl

FC (max charged) 2c -> (max charged) 6c -> 6c -> 214d -> j.4d~a -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236cc -> 2d~6 -> j.c -> j.9d~9 -> j.2d~c -> j.c -> .. -> j.9d~9 -> j.3d~3 -> j.236b x5

6039 damage/(57?) heat

Author's Note: For near the edge. Combo hasn't increased (?Might not be optimal? Not sure about that last note on j.2d)

Sexy Combos

35.) @6:22

Corner Astral - vs Crouching - 100~ heat - vs Ragna - Astral requirements; probably "vs crouching" not required

2b -> 5b -> 3c -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4(charged)129d

All the damage (3K)/0 heat

minimum starting heat: 84 (88 if 75% in cooldown)

Author's Note: A lot of situations lead into a possible AH in the corner (even 6c (wallbound) -> AH (off the front wall) should do. I think that last note's an anecdote about being comfortable with it)

36.) @6:38

Midscreen - vs Standing - 100 heat - vs Litchi - uses 2 bursts + AB2; P2 to corner

FC (max charged) 2c -> (max charged) 6c -> 214d -> Gold Burst -> 6c x3 -> 214d -> j.4d~a -> 22c(1) -> 5d -> j.5d~a -> 6c -> 4d~a -> 6c -> 236236b -> 6c -> 8hjc -> j.236b x5 -> 8jc -> j.236b x5 -> 8jc -> j.236b x5 -> RC -> Gold Burst -> 6c -> 8hjc -> j. 236b x5 -> 8jc -> j.236b x5 -> 8jc -> j.236b x5

Also all the damage (11330)/0 heat

minimum starting heat: 68 (76 if 75% in cooldown)

Author's Note: Might find a better combo. Note the lack of a 7hjc(?)

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http://www.nicovideo.jp/watch/sm17112414

The original nicovideo video with every notation + what combos are character specific (there are some, specially the midscreen throw combos). I would like to help with this, but I'm busy as hell and I just posted this because of character specific stuff (the only thing I liked about Tao CS2 is that she was way less character specific lol)

ps: I already had posted the Tsujikawa 11,3k combo in page 3, but it seems that just a few people saw it lol.

ps 2: Living in Brazil when you are a gamer is fucking sad, specially when the game you want is not popular here.

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Is there any better way to AB2 Tager than 6C -> 236C -> 6C -> sj7 cat2?

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I think it wouldn't be a bad idea to list the best AB2 setups/combos against each character... there's actually a bit of variety. :v:

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Any tips on combo 4?

5B -> 3C (3 hits) -> 22C -> 5D~5 -> j.D~A -> 6C -> 4D~A -> 6C -> 236CC -> 2D~9 -> j.C -> j.9D~C -> j.9D~9 -> j.3D~3 -> j.236BBBBB [4068]

My 6C whiffs 80% of the time. :S

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Just do it asap. And don't forget that combo doesn't work on Noel and Rachel.

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Thanks to everyone maintaining the Tao forum since extend! I've been using the video thread and combo thread a great deal and it have helped me alot.

Something i was curious to know but did not manage to find info about is on what characters 6B>5B connects on when the opponent are crouching (non counterhit). So i took the time and test it out on the cast and discovered that it does connect on more characters then i expected.

It connected on Litchi, Lambda, Rachel, Mu, Taokaka, Ragna, Makoto, Arakune and Noel.

The timing on Litchi, Lambda, Rachel, Mu and Taokaka was free (kinda like the timing on 5c>JC>j.b on some characters).

A little stricter on Ragna and Makoto but still practical. The times i got it to connect on Noel and Arakune however seemed totally random and inconsistent.

Since the opponent is crouching you can follow up the 5B with a 6A into around 2800-3000 damage. That is nice damage from a overhead!

English is not my first language so dont bash me D:

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For anyone still having issues with the 5C>j.B combos on characters that require you to delay your input, there's a simple trick that really helps a lot in getting the timing down so that you can practice and muscle-memorize it quickly: basically you want to input the j.B right after the combo counter switches to the next number as 5C hits. For instance, if you started the combo from 5B>5C, the hit counter will switch to "2" and that's when you have input jump B. So it's: 5B>5C>(counter switches to "2")>j.B

Once you get it down you won't be looking at the hit counter anymore, but it's really useful if you're still trying to improve your consistency. Of course this trick only works offline, if you're doing that combo online you better have muscle-memorized it already.

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Hm really? I found looking at the disappearance of the hitspark worked for me.

Is there a definite list of characters it will never work on, even with the correct delay?

Ronove/NeoGio, I would like to have some help on creating the first post of this thread. Do either of you have skype/msn, or want to go on something like collabedit when you're free? I was trying to get it going but I had a hard time condensing the list in a way that made sense. The format of the CS1/CS2 combo lists worked simply because everything was so universal (now there's counter/crouch specific stuff to worry about too, and more character specific and range specific stuff). But I don't want a whole lot of redundant infromation either, I don't think it's as useful. I think making all the restrictions and specifics clear from the start is a good idea too.

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Just for the record, you can astral off of any 6C hit in the corner (and it looks sexy as hell when you do the full combo) :kitty:

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I'm a brand new Tao player I mainly just played a little bit of Noel in CS2 and didn't put much practice into the game. I've picked up EX with a new found resolve actually wanting to get better at this game. I find Tao very fun to play, I have just been doing challenges so far and I've made my way up to 11 and that is where I am stuck. I can get the 214D j.C dash cancel part correct, the part I am having problems with is the timing of the j.5C into the 8D (I hold 9D), after the j.5C I immediately hit 9D and I fly over their head. I've tried delaying the 9D a bit after the j.5C and that seems to hit but then I am to low to be able to do the j.5C jump cancel j.5C 236BBBBB. What am I doing wrong?

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You are simply not timing it right. Slightly delay j.9D so that you will not fly over them is needed. Be sure to use j.C as soon as the j.9D connects and JC into j.C>236BBBBB. Try to be as high up as possible when connecting the last j.C since that will make it easier to hit all of the cs2(236b).

What's important in this combo (and many other Tao combos) is to achive the right height to connect all of the 236Bs. The timing and height varies from diffrent characters so this is something you will have to learn.

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That is what I thought was happening, thank you. I found that out that you have to be pretty fast with the jump cancel c's so you can climb high enough up to land all the 236B's I kept practicing just the simple challenge of 6A j.B j.C JC j.C JC j.C 236BBBB and was saying "why won't all these friggin 236B's land then I tried doing the JC's really fast and saw that I could get all the way up to bang's head level and land all the 236B's

I'll just keep messing with the timing, I think I am slowly getting the hang of it. When I watch Japanese players play Tao they use a different air combo that looks more complex with j.2D's in there. Slowly learning to become the best vigilante I can be.

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Keep on trying things out! Dont spend to much time in challenge mode tho. There are more rewarding combos that are not that much harder. Go through the combo tutorial video on the first page. Those combos cover pretty much every situation there are.

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A week old instead of new to be precise. Now I can finally see the day where an army of thousands Tao players took over the Blazblue community and bath it in blood, sweat, and hellish mix up fun.

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Oh man getting this many 6Cs on Tager is really satisfying, probably has to be changed up a lot based on where you are on screen. If you're on the other side of a corner, you can replace the dash after the initial 6C with a 214D to change sides and do the same combo.

6C -> 66 -> .. -> 5C -> JC7 -> j.B (2) -> j.D~A -> 6C -> 66 -> 6C -> 6C -> 6C -> 236236B -> 6C -> 236C -> 6C -> SJC7 -> j.236Bx5 -> JC9 -> j.236Bx5 -> j.8 -> j.236Bx5. [~6300]

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Dest you can do double 6C Super Jump enders now? Also lol this is the combo I did on some tager in player match I just replaced a few parts.

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OMG New Tao footsoldiers.

New indeed! I have since been feverishly practicing Tao and have finished 85% of Tao's challenges and have now moved onto learning mixups and different starters!!

P.S I don't think I'll ever be able to do Tao's 14 and 15 challenge. I thought the D~A Loop was taken out in EX but Challenge 14 and 15 do about 4 or 5 reps of it and I can't get it started past the first initial 6C 236C~C D~A j.D~A. I use to be able to do it in CS2 from the tiny bit of messing around with her that I did.

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Posting the combos and confirms I use in real matches later, need some input from my Tao bros to make them more optimal both in damage and consistency.

CH 2D, air back dash, J.4D-6, J.2D-B, 5C, 5D-6, JD-A, 6C, 6C,236CC, 2D-C, J9D, J.3D, j.236bbbbbbb

-Goes corner to corner with 5D-A whiff in between the two 6C's

-Universal but on some characters like makoto, Jin and ragna the 5C needs to hit them around the middle of their body in order to avoid a 6C whiff.

-Double 6C auto adjusts height for AB2

-Remember to delay on bang and valk to avoid them getting hit out the corner

Air throw(Midscreen and further)-22C,5D-6, JD-A, 6C,5D-A whiff, 6C,236CC, Regular Ender

-Will not go corner to corner

-5D-A whiff- t=The Drive cancel changes based on distance form the corner

-Can go into AB2

-Universal

Air throw (Tao's back to the corner) 22C, 5D, JD-A, 6C,4D-A, 6C,236CC, Regular Ender

-Don't do 5D-6 in the corner because it will make the first 6C whiff randomly and is inconsistent

-Can charge the first hit of 236CC to adjust the height f you messed up (thanks XDest for being a troll)

-AB2 ready

-Universal on Rachel you might be able to get the 4D-A but on Noel you cannot and have to omit the 4D-A for another 6C.

Air throw (Opponents back to the corner)- Dash under 5C, jump cancel,j.C, JD-A,6C,4D-A, 6C,236CC, Regular Ender

-Same as above

Crouching confirm in the corner- Any good starter into, 2C,6C, 22C, 5D, JD-A, 6C,4D-A, 6C,236CC, Regular Ender

-Same as above

Midscreen Back throw-22C,5D-6, JD-A, 6C,5D-A whiff, 6C,236CC, Regular Ender

-Will not go corner to corner

-5D-A whiff- t=The Drive cancel changes based on distance form the corner

-Can go into AB2

-Universal

Any good starter into 2C,5D,RC,6A(1), J.2B,JD-A, 6C,5D-A whiff, 6C,236CC, Regular Ender

Gold Burst (Midscreen)-J.4D-B,5C,,5D-6, JD-A, 6C,5D-A whiff, 6C,236CC, Regular Ender

Gold Burst(Back to the corner)--J.4D-B,5C,,5D, JD-A, 6C,4D-A , 6C,236CC, Regular Ender

-Consistent and works on everyone.

Will post anything else later.

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