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Taokaka 2.0 combos
Taokaka 2.0 combos
Basically u cancel 3C(2) ender into 214D oki, and 3C(2)-236A,B gives a 214D-jC safejump
3C ender also leads to Bowling Bowl oki setup, where opp can try to jump out of it, so airthrow him.
Or after that 3C knockdown u do 2B (intentional whiff), then throw
Basic midscreen gatling starts from 2A-2B-5B or 5B-2B-5B, then u can go some different routes (there
are 2 most damaging though and considered as optimal):
1) (CROUCH CONFIRM) …-5B-5C-6C-236CC-j236B(full)-669-jC-9j236B(full) no oki 2486 dmg
(oki) …-5B-5C-6C-236CC-j236B(4)-j5D6-j4DA 1991 dmg
and if that was any j. starter (crouch confirm too) u do 669-j236B(full)-669-jC-j2D6-j4DA
example jC-5B-2B-5B-5C-6C-236CC-669-j236B(full)-669-jB(2)-j2D6-j4DA 2485 dmg
If u combo after Guard Crash ur combo loses about ~10% compared with normal hit conditions
In certain situations after 236C,B (mostly in corner combos) u can go 214D-airdash-jB(2), and if they
stand-blocking u can add j.C after that https://youtu.be/OojL7mxwosE?t=18m20s
This 236C,B recovery looks different from when done in short combos midscreen, i donno maybe it`s
faster, and i`m 90% sure there is no safejump in that 214D (have not tested much)
6B starter
6B FC now doesnt launch opp above ground, just gives crouch stun animation, so confirming this FC and
blockstring variations now a lot easier
I must admit, there is a small difference in damage for each variation of 6B cancel, but j236(hit, not
cancel) is easier to confirm, and u will automatically defend urself in case of block, so choice is up to u
6B ( j.236 cancel) 5B-2B-5B-5C-6C-236CC is 1941 dmg
6B ( j.236 hits) 2A-2B-5C-6C-236CC is 1874 dmg
(Near Corner) 6B (j236B cancel)-5B-5C-6C-236CC-j236B (Wall) -2D6-j236B(2)- j5D6- j4DA 2850? dmg
(Near Corner) 6B-j236B(2nd hits)-2A-5C-6C (W!)-236CC-6DB-2B-6A(2)-jB(2)-jDA-J4DA 2285 dmg
6B-5B-5C-6C-236CC-j236B- jB-j5D6- j4DA
(Near Corner) 6B-(j.236 cancel or hit)-5B-5C-6C-236CC-j2DB-5C-j236B(Wall)-6C- 6DB-3C
(midscreen 50 meter) 6B-(j236cancel)-5B-5C-2C-6C-236CC-6DB-j2DB-5C-j236B(full)-2D6-jC-j236236D
3918 dmg
New 6D stuff
(u can try this even on block after 6DB ( 6DB doesnt even necessary to hit block, u jast can fly through
with cancel), cause its nice srossup opportunity, but u can be punched out with 5A or AA if 6BD blocked)
the input is tricky, u can do airdash only after a slight delay, but dont delay too much or there will be no
combo
6DB-airdash-jB(2)-jC-5C-3C(2)-236A,B 2179 dmg
2C combos
(Counter) (Corner) 2C-6[C]-5D6-j5D6-j4DC-airdash-j2DB-(W!)-6A(2)-jB(22) 3588dmg
(Counter) (Midscreen) 2C-6C-236[C]C-6DB-j2DB-5C-j236B(full)-669-jC-j8D6-j236B(x4)-j5D6-j236B(full)
5330 dmg
Air-to-ground
jC-jc-jB(2)-j2DA-6A(2)-9j236B(2)-j5D6-j4DA 1899 dmg
jB(2)-delay-jC-5C-sj.236B(1)-j5D6-j4DC-airdash-jB(2)-j2DB-5C-7j236B(full)-6DB-3C 2873 dmg
CH j2B-5DC-j236B(1)-j5D6-j4DC-airdash-jB(2)-j2DB-5C-7j236B(full)-6DB-3C 3058 dmg
6C combos
(Near Corner\Corner) 6С- 236CC-j5D6- j4DC- AirDash -jB(2)-j2DB-5C-j236BB-6C-6DA-3C 4122 dmg
if not near wall alternative ender would be taunt(1)-236B 2966 dmg
Throws
(In Corner) 6B+C-j2DB-5DA- 5C-7j236B(full)-6C-6DB-3C 3555 dmg (6C part doesnt connect on nu13,
mu12, tsubaki, arakune and lambda11, u must use something different, i donno what exactly lol)
u can add CT 6B+C-j2DB-5DA-5C-7j236B(full)-6C-CT-6C-236C,B 3993 dmg midair recovery oki
OD stuff
Some standart to-go-route: 2A-2A-5C-3C(3)-2B-6A-236CC-TK7j.236BBBBB-6C-5A+B-OD-(22C for 20
hits if it was an S starter or if it was N and the combo has already run on for a bit)-236C-236[C]xN until
combo timer runs out>236CxN until OD timer is about to run out-236236D
The common combo-ender, using 1 crush trigger, 3 or more hits before CT, will be as follows
stuff-6C(W!)-CT-OD-(22Cx20hits)-236C-236[C]xN-236CxN-236236D
However u can go something like AirHit jB(2)-j.2D>rapid>OD>22C>236C>236[C]xN>236CxN>236236D
Reset Attempt
- bnb ground route jA-jB(2)-jC, where u can replace it with jA-jB(1)-j.2B (u can then jump with jA after j2B
even on block) or go for 2A using jA-jB(2)-j.2B (this case j2B animation “fades” halfway, no hit) , hoping
that opp is not going to block properly while being hit
-after jC finisher of standart jA-jB-jC combo, in corner u can airdash 866 for Stiky Kitty crossups
- (midscreen) stuff…-236CC-jA-jA-jA opp`s recovery -> 6A (only second hitconnects)
- j4DB finisher miscreen in combos leaves u behind, u can go for 669-j2DB crossup Seems to be very
hard to crossup, or undoable at all
- after 6DB corner finisher do IAD-j2B
- after 3C(2) on hit, do 214D-j2B or u can go for empty jump and then throw or 2A. Same for 3C(3) corner
finisher
-of course u can try to throw people once u land in jA-jB(2)-jC-5C route
- any air-to-ground combo jB(2)-jC~drop-9jA(whiff)-JC-jB+C
- in corner u do 3C(full)-3C(1)-bowling ball
- (corner) pressure-9j2B(block)-sticky kitty-jB(1)- stuff
Crossup Attempt
- 5B or 5C (hit or block)- 214D-jC-dash-5B-5C-jA-jB(1)-jC-5B-5C-jA-jB(1) 1689 dmg
- 3C(2)-236AA-5DA (block or hit)- RC- 2DB-jB(2)\jC
- j4DB finisher miscreen in combos leaves u behind, u can go for 9j2DB crossup
- inside jA-jB(2)-jC loop, do jA-jB(2)-jC-land-669-j.B(1)-j.2B