Might have to throw just do j.a j.c after the first dustloop so like 5d~6 j.c 5d~6 j.c tj.a j.c 236bb~bbb
I get lazy on dustloops and will do them like that, maybe not even do the second 5d~6, but thats only if they drop through my combo.
I’m having trouble not starting combos with 28 2As.
Also, why do you need to jump cancel rather than just holding 6 after the drive?
You can start them with 5b :3
You don’t >.>
I’m down for a game whenever.
any of you advance enough to help me with her taunt combo?? im almost have it down. im having trouble getting it out all the time.
any of you got this down yet??
Taunt combos is all about angle and timing. If you can nail both, then the rest will be pretty simple.
safe taunt combo:
5b -> 6a -> taunt -> 236aa -> 2d~9 -> j.c -> 9d -> 236bb -> j.c -> 9d -> 236bbbb
Unless you want to bounce off your opponent - in the opposite direction - then holding 6 will forward cancel your drive attacks.
im having trouble with her startup j.2d~b -> Taunt its the only point that is killing me and not making me consistent. i keep pressing the b to early and canceling it and the j.2d doesnt connect. anytips when im supposed to cancel the drive? thanks
Well I should be starting my new job in a week or two, so when i get that cheddar I’ll be down haha. When I’m not helping my friend with his hakuman, or playing with the lovable ball of yarn haha.
Or instead of the 5A you can taunt and super for even more damage thanks to her taunt/damage multiplier. Atleast you figured it out on your own though, I’ll give you that Throw me an invite, We’ll game sometime.
Oh that will be funny to try just to waste meter after a solid 6C CH.
I have one basic question about the drive loop. After doing 2d~9 to have to hold 9 for the duration of the loop (j.C 9d~9) and then let it go for the CS2 finisher ? I can’t seem to get the timing down for more than one j.C.
Okay, so thanks for the advice yesterday guys. I went to training and worked on my noobish bnb 5b 6c 236aaaa 6d
And also the beginning of a drive loop (sort of) 5b 3c 6d~6 jc
But for the life of me I can’t get 4b+c 236cc 9d9 to work. I pretty much always end up heading straight sideways instead of diagonally up with the drive. The only times I’ve gotten Tao to drive in the right direction is when its been pretty massively delayed, which means the dummy has air-recovered and is blocking at that point.
EDIT: while I’m thinking about it, after watching the tutorial dvd I’ve started trying to effectivly use the duck to dodge shit. Specifically, the whole “Ride the icening!” shit that Jin does. Since he can’t do the second hit unless he makes contact apparently (or at least, people weren’t doing it to me), and he doesn’t travel over you and in fact pushes you along right beside him it seems pretty effective. Has anyone else had success with this? Or is there a better way to deal with it effectively?
Hey guys, new to taokaka and loving her. Was in a player match last night with a tao player (Kat something or other in case it was one of you) and they kept looping her airthrow. Anybody ever seen or done this? is this only possible if the other player techs the throw or can you recover fast enough to do it over and over until they throw break?
So to perform a jump cancel (in this case) do you forward cancel and then jump? Or do you want to bounce backwards and then jump?
so D spam noels are beating me on a consistent basis, what to do?
That’s sort of a general question man…
your doing it wrong i think
its 4b+c 236cc 3d3. cause if you try to hit him with 9d it will go straight.
Technically 2d~6, but yeah, 3d~3 works. I like 2d~9 just because then I can mash C/D to do the rest of the loop.
I don’t think I ever would’ve figured this out. Why would you hold down to go up :wtf:
Tao taunt combos are fun…of course till you drop em and miss a combo chance
but hey they are still fun…nothing like watching the opponents face when they get hit by a “neko punch!!!” ^^