Hi!
I think bombs have another use too!
To punish verticals with slow execution after steppin them.
@ Tha_Shogun: KD means knock down.
@ Lost Providence: About shurikens (FC 1A+B) i think that further wake up depends on what attack knocked them down before hitting them with FC 1A+B. The best thing i've found is 8_9A, if the opponent chooses to stay down and gets hit by FC 1A+B, 44K is a guaranteed tech trap on most characters and only techable in one direction for the others (Ivy and Soph for example can tech better than others) in short 8_9A, FC 1A+B(not guaranteed), 44K
What's also nice is Hover B, FC A+KK, FC 1A+B(guaranteed), 88_22B (tech trap that's only escapable by tech to Taki's right or staying down) only the last hit of 22_88B would hit allowing you to juggle with the standard A6, WR B.
in short: HO B, FC 2A+KK, FC 1A+B, 88_22B, A6, WR B.
And A+B, A6, WR, FC 1A+B(not guaranteed, opponent must stay down), 4B(only avoidable by staying down)
Its all quite luck dependent. I hate Taki's wake up game.
@ Tha_Shogun again: What do you think about punishment? Taki is quite good at punishing and i've tried to make a punishment list:
http://www.8wayrun.com/threads/6090-Taki-Punishment-and-Interrupts.
but it was way too complicated and people didn't seem to be interested but what you did was really cool and showed me that people still love Taki. Would you be interested in working together and making a cool, easy to understand punishment list or even a punishment Video?