Broken Destiny Taki Changes

OmegaXCN

[10] Knight
This is a compiled list of Taki changes in the new Soul Calibur: Broken Destiny. Please feel free to contribute.

This post will be updated as players find more things about Taki in this new game.

Summary of changes so far (Updated 10/08/09)

- New 'on hit' properties on 11_77K and 3bK give opponents two new reasons not to duck Taki: safe and high-damage, mid-hit punishers.

- All possession stance moves do more damage

- A couple of moves do a bit more damage now.

- No real nerfs to Taki's game.

- No new moves besides the Critical Finish Attack, which guard crushes (like all Critical Finish Attacks) and tech crouches.

New Combos


3bK -> PO rush -> 1A

3bK -> PO rush -> 4A

11_77K -> A6 -> WR B

11_77K -> 66B:A


--New move properties--

11_77 K bounce launches on regular hit similar to BT A+B, guarantees A6 -> WR B

3bK knocks down on regular hit

66B:A now gives huge ring out/wall splat potential when use in air juggles...better than A6

66B:A just frame is easier to do, timing requires close to last possible frame, and second hit no longer has 'non just-frame version' that gives less damage and no white flash.

BB now gives +1 on hit, -11 on block.

33_99 A : B : B : B just frames removed. Only non just-frame version exists now.

BUFFS +

--Damage buffs--

66B:A damage buffed 50 from 39 (JF timing seems like A6, latest possible frame)

Stalker Drop air throw does more damage than A6 before armor is broken (broken armor damage bonus is a lot higher now in Broken Destiny)

1A is 34 (UP from 25)

4A is 22 (UP from 18)

44A is 24 (UP from 18)

88_22B is 38 (UP from 34)

44K,K is 44 (UP from 36)

66K is 40 (UP from 30)

WR BKB is 76 (UP from 69)

--Possession--

PO B damage is 34 (UP from 32)

PO A damage is 20 (UP from 10)

PO K damage is 22 (UP from 16)

PO 7_8_9K is 25 (UP from 15)

PO B+K is 65 damage.


NERFS -

Taki :A::A: now -11 on block (used to be -10).

A6 is 23 (DOWN from 32)

88_22A is 13 (DOWN from 16)

WR BBB is 45 + 45 (DOWN from 42 + 50)

New 'air GI' mechanic makes a lot of Taki's moves riskier to throw out. *

*New GI mechanic in SC:BD launches you in the air if you get repelled while doing a jumping move, leading into guaranteed damage.

This applies to the following Taki moves (from Sandrock's post).

K2
Third hit of 3KKK
44K
33/99 K
66K
HOVER B
PO 8K
Wind Roll B (And of course , the last hit of Wind Roll BBB)
(From far away) Wind Roll K .
BT Wind Roll K
STK K
STK B
2A+B (And of course , BT 2A+B)
66A (And third hit of WS AAA)
22/88 K (Also , both of the followups -A , Wind Roll B-)
Running K
Jumping A/B/K.


Thanks to all the Taki players who contributed to this thread.
 
A few corrections. I screwed up with my first tests and forgot about broken armor damage scaling.

66B,A is 50 (JF timing seems like A6, latest possible frame)

1A does not crumple. That whole bit I originally posted was a mess. 1A seems to connect after 3BK knock down. 3BK crumples when done on a stunned character. Like PO K, 3BK will crumple.

4A is 22 (UP from 18)
44A is 24 (UP from 18)
1A is 34 (UP from 25)
88_22A is 13 (DOWN from 16)
88_22B is 38 (UP from 34)
66A is 30 SAME
44K,K is 44 (UP from 36)
A6 is 23 (DOWN from 32) (major hit here IMO)
WR BKB is 76 (UP from 69)
WR BBB is 45 + 45 (DOWN from 42 + 50)
4A+B, B, A6, WRB is 68 (DOWN from 72)
PO B is 34 (UP from 32)
PO A is 20 (UP from 10)
PO K is 22 (UP from 16)
PO 7_8_9K is 25 (UP from 15)
66K is 40 (UP from 30 but STILL neutral on HIT, unsafe as ever on block)

There doesn't seem to be any new moves outside of the universal new move A+B+K. Looking at these numbers, she overall seems to do more damage. But until we get this in a real game, its hard to say if it will make a real difference. There is potential here.

-DeathCom
 
Ummm, 66K as neutral on hit is awesome. it used to be -5

Please note that PO A doing 20 damage is awesome since there are some stun combos that if you push to a wall or edge, you can get PO A as a normal hit for free so that's 20 free damage into advantage. See the last sequence in TakiTech4 and that will do 90 damage with the increased PO A damage

A6 doing less = Boo
44K doing more damage = Yay
1A doing more = yay
 
I like Taki's overall damage buff, especially for her PO moves.

Makes me sad about the damage nerfs to A6 and 22_88 A. But I'm fairly satisfied with the changes so far.

I wonder if they made 1A faster or safer to give her an actual viable low. The damage buff is nice.

It would seem however, that every character will be doing more damage overall, so maybe this is just to level the playing field and make matches (non-Hilde) go faster =P
 
Was it my imagination or did I read here before that 11_77 k was doing a ground bounce on any hit like it does for counter hit?
 
@Halister 66K is probably -5 again. Taki's A beats her A coming out of it. But its still safe on hit.

@OmegaXCN 1A is the same slowness. Oh, and in the corrections in original post. Remove 66A from nerfs. Its the same. I would also consider Assassin's Revenge, 66BA to also be a nerf because its JF only now.

@Gengis_John Yep, you read that right. Ground bounce on ANY hit.

But overall Im wondering if everyone got damage buffs, then all these improvements are only to keep up. Going by the battles with the AI, they seem to last about the same as before. Again, its one of those things, when we get this update on consoles, we will see how it really affects her game. BTW, the 3BK knock down is a slam style knock down.

And here is another non-gameplay bit that sucks. Not only did Taki get left out of the intro, she is left out of the "ending" in gauntlet mode too! Just about everyone you train from has a quip about what they did, but not Taki (nor Seigfried, but nobody likes him anyway). Ah well... Project Soul just seems to insist she is past her prime or something. Its starting to really piss me off too. At least SCBD's entire story is self admitted to be total BS and not to be taken seriously.

-DeathCom
 
well everybody got a damage buff, so that type of change is par for the course. PO A actually doing damage now is kinda nice, though. does it still combo from CH 33A~214?

nerf to A6 is no fun. is it any safer?

22A nerf is no big deal, imo. it's a tool to lead into damage, not a damage tool on it's own.

is there anything guaranteed after 3bK or 3bK~214?
 
@Halister 66K is probably -5 again. Taki's A beats her A coming out of it. But its still safe on hit.

@OmegaXCN 1A is the same slowness. Oh, and in the corrections in original post. Remove 66A from nerfs. Its the same. I would also consider Assassin's Revenge, 66BA to also be a nerf because its JF only now.

@Gengis_John Yep, you read that right. Ground bounce on ANY hit.

But overall Im wondering if everyone got damage buffs, then all these improvements are only to keep up. Going by the battles with the AI, they seem to last about the same as before. Again, its one of those things, when we get this update on consoles, we will see how it really affects her game. BTW, the 3BK knock down is a slam style knock down.

And here is another non-gameplay bit that sucks. Not only did Taki get left out of the intro, she is left out of the "ending" in gauntlet mode too! Just about everyone you train from has a quip about what they did, but not Taki (nor Seigfried, but nobody likes him anyway). Ah well... Project Soul just seems to insist she is past her prime or something. Its starting to really piss me off too. At least SCBD's entire story is self admitted to be total BS and not to be taken seriously.

-DeathCom

How does namco leave one of the main characters from the beginning out the story unbelievable.
 
Gah, another nerf found.

66K, when GI'ed (repel only) causes Taki to like bounce up in the air, reverse GI is impossible. Guaranteed follow ups to Taki include Taki's A6 WR B and oki setups or Astaroth's air throw. Not quite enough time for Taki's air throw.

-DeathCom
 
does it matter what distance you are at when you GI it? like maybe it might not float like that at max-distance.

paranoid speculation here, but it sounds like it might be a general system change more than a 66K nerf... can you try GIing other moves that hit while airborne? like maybe cervy's teleport stuff, NM 66A+B, Taki's WR BBB/hover B. if this turns out to be true, this could be very bad for Taki.. LOL :(
 
i think 4a PO is a bit faster.

since i haven't played SC4, i'm not so sure but, 4A doesn't have sparking effact that PO moves usually have(if you connect it to following move ASAP)

4A NH to PO A is crosscounter with i11(if i remember correctly) and PO 8K wins to i14 moves(normaly fastest TC attacks) and you can also PO dash to duck those fast AA's(while dashing, you can also counter with 1A after seeing AA)

i haven't tested all those other situation since my psp is having a little trouble X(
 
New combo

3bK-6K(38 damage) - 1A is not guarantee
3bK PO-dash PO 8K(42 damage)

8A/9A-6K

11K(Normal hit)-A6-WR B

---------------------------------
And

PO B+K is 65 damage.(BUFF)

33A:B:B:B is deleted

4A can be ground hit.
 
Gah, another nerf found.

66K, when GI'ed (repel only) causes Taki to like bounce up in the air, reverse GI is impossible. Guaranteed follow ups to Taki include Taki's A6 WR B and oki setups or Astaroth's air throw. Not quite enough time for Taki's air throw.

-DeathCom

Hmm I wonder how this will affect the other characters. I guess this means any kind of off the ground move is parried then it will result in a bounce?
 
ehh, 4A as ground hit is major... hits on ground and is a PO wake up - wonder if PO 236 mixups would be doable after 4A ground hit.

Please note how much 11K as a luncher is awesome, esp with Taki's step. The move is safe already and now that it always launches, you can get good damage from stepping normally and still be safe on block
 
nice info, Cube!

since i haven't played SC4, i'm not so sure but, 4A doesn't have sparking effact that PO moves usually have(if you connect it to following move ASAP)

same as in SC4. you can PO step left in complete silence, and PO~66 or PO step right without the lightning clue as well.
 
LKV, you got it right. It seems that all aerial repels result in a a sort of flip state from which you cannot return GI.

But the problem is 66K is NOT an aerial state! It is not a "spinning bird kick" she clearly has her hands on the ground. Seriously, they put some thought into this too. Like, K2, the FIRST hit is aerial state and gets flipped on repel the second is NOT and results in a normal repel. So literally each move was examined. They apparently came up with this concept that if both FEET are off the ground, repels result in a flip state. So like Lizardman's flip while rising K is also flipped. If a single foot is on the ground during the hit frame, it results in normal repel. This gives some advantage to characters who slide without hopping first too.

Anyway, 2A+B, the last hit of WR,B,B,B, 44K, all of them result in this air flip state. Standard jump moves from all characters also result in this when repelled. Cervantes's psycho crusher has the same effect when repelled too.

Overall, I don't think I like this very much. Probably would like it more if I main'ed Astaroth or something. Free air throws a plenty.

-DeathCom
 
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