Broken Destiny Taki Changes

So 4A catches people who tech and roll on the ground?

It definitely doesn't work if they just lie on the ground.
 
Not at all, Cabbie. The only thing they have in common is that both have terrible frames on block :PPPPP
4A has a different hitbox now , it just hits lower than before , but it cannot hit grounded opponents that just 'stay there'(As Omega said). If they perform an Ukemi , it connects. I'm not sure about rolling though , I don't have a PSP with me currently to test.
So yeah , Taki still has an awful Okizeme. T_T

Speaking of something awful , remember in SC4 her wall game? Oh yeah , everyone is going to say 'what wall game ?'. Indeed.
Well after 11/77K , 66A:B (wall hit) , I believe 1 A is guaranteed for um , I think 90 damage or so. Try it!
Btw , 66B hitbox is much better in this game . On SC4 it whiffed a LOT for no apparent reason.



Oh , btw , I see a lot of characters in the game received buffs and probably will climb the tier list . in fact I believe that BD is slightly more balanced than SC4 . So how do you feel about Taki? Do you feel that her new additions will make her more effective?
 
Sandrock - Taki is good in SC4, but it was tough for her to compete against the ridiculous tools that characters like Kilik, Astaroth, Voldo, Amy, and Hilde have against her.

As I posted before, these changes for Taki in BD definitely make her a solid contender versus even the top tier characters now in my opinion. Her lows and oki game are still kinda awful (consistent with past SC games), but she's got improved damage and punishment to make up for it.

It doesn't look like any character in BD will make huge jumps in tier standings, but the balance of power between all the characters in this game is definitely better. With that said, Taki is better now, has less trouble dealing with the higher tier characters now that they've been powered down a notch, and she still remains a very solid mid/upper mid tier character.

By the way, 66B:A had a stupid glitch where the 'A' follow-up literally refused to execute on back-turned opponents. This has been fixed in BD. 66B:A is a much better move now.
 
I stand corrected. :)

Speaking of something awful , remember in SC4 her wall game? Oh yeah , everyone is going to say 'what wall game ?'. Indeed.
Well after 11/77K , 66A:B (wall hit) , I believe 1 A is guaranteed for um , I think 90 damage or so. Try it!
Btw , 66B hitbox is much better in this game . On SC4 it whiffed a LOT for no apparent reason.

I did pull out 11/77K , 66A:B (wall splat) 1A a few times with the AI and it seems to be a combo. When I checked the the damage in training is was not 90 but around 80-82 (with full SG and all armor full). You can probably get 90ish if the armor is chipped off.
 
You're right , Cabbie.

Anyways , some other observations ...

+:
*PO STEP RUSH(214,22/88,66) seems faster to me (meaning , the run comes out faster than before)
*Step G -> (enemy whiffs) 3BK PORC 1A/4A is a good new addition , since it's pretty fast and has 'ok' damage.
ALSO 3bK (slight delay) PO A sometimes connects , dealing 43-45 damage and BUT 1) doesn't ringout (LOL) , because the opponent can aerial control himself to safety. 2)The opponent has to next to the wall for PO A to connect 3) It's extremely difficult to do (and seems random)
*STK A has a slightly better hitbox and since 1A is buffed in this game , does more damage.
*Double Bomb 66B:A has better ringout potential from SC4 Double bomb A6.
*Throw damage is slightly increased . Left , right side and command throws do 62 damage and back throw now does 70 . (Hope the wiki is correct in this , cause I don't have a SC4 to test)

-:
*When 11/77K connects on the right side of the opponent the 'ringout' followup , aka 66B , connects , BUT :A whiffs , leaving Taki wide open for punishment. That's a BIG minus right here. Fortunately ,the same does NOT happen with BT A+B , cause it has a much better frame advantage than 11/77K.
*It could be me , but 44K seems easier to unstun in this game. The oki gimmics are still there of course. So yeah , I believe that 44K is pretty useless now...


ΩΧCN : I agree with you that Taki is good in SC4 . She has great tools and is able to win , but she has too many holes in her offence imo to be any better than a SOLID , mid tier character. It's not that she's bad , it's just that there are much better characters in SC4.
On BD she has some nice damage buffs (like everyone else , so that doesn't change something) and finally a damaging , completely safe mid that can ringout from a distance.
However the new GI mechanic completely shuts down her 'acrobatic' moves... She's riskier . So in the end , I believe that her tier placement isn't going to change in BD. -_-

I could be wrong of course , so that's why I want to know other people's thoughts.
 
I mean you can cancel the PO STEP movement into RUSH faster than in SC4. It's not really that great ... You probably should stick to Rock , I'm hearing he finally got the love he deserved from Team Soul .

Also , on BD Taki can PO RUSH into PO again , and 'Mist' doesnt't come out , unless you imput a 214 again. Did this happen in SC4?
 
well in SC4, PO rush is a constant PO state where hitting 4 is the only early way out. so to PO rush > PO rush you need to 21466,4~214 etc. PO rush > Mist has pretty strict timing.

how much time do you have to PO rush while you're PO stepping? SC4 forces you to hit 66 immediately from PO step, so you have to plan it ahead of time. so is it the same in BD, or have they relaxed the input window for 66?
 
Um -_- ...on BD you can cancel to RUSH both at the start and at the end of PO STEP , I don't remember how it was on SC4 , but I remember that you indeed had to plan it 'ahead of time'. The immediate rush though , seems a little faster to me. Unfortunately I'm not able to test how it was on SC4 , so I could be terribly wrong there.

In other news , :B::B: now is SAFE on block , (-11 on SC4) and gives ADVANTAGE ON HIT!. (-1 on SC4) . o_O
 
Funny thing about double bomb into stalker drop. Throws don't get damage bonus when armor is broken. So when all your opponent's armor is intact, the air throw well net you 70 damage -- a good 3 points or so more damage than the A6 -> Windroll B combo.

With all your opponent's armor broken, The double bomb into air throw combo will only do 73, while the A6 -> windroll B combo does 84! That is because each of those hits in the combo benefit from the damage bonus from broken armor, while the air throw combo only gets the damage bonus with the two hits from double bomb.

So with your opponent's armor all intact, the stalker drop air throw will always get 70, while the A6 -> Windroll B combo will get you 67-68 on average...you can get 70-71 if you get a lucky side hit. But after 2 to 3 pieces of armor break off your opponent, it's time to get paid with the more damaging A6 -> Windroll B combo.

Off of single bomb...A6 -> Windroll B combo will always do more damage than stalker drop.
 
Yes I noticed that too Omega. I stalker drop at the first few rounds then start the A:6 combo once their armor breaks. I'm glad that designers of Taki decided to make both her airthrow and the A6 useful. All we need now is a patch for the ps3 and 360.
 
So 4A catches people who tech and roll on the ground?

It definitely doesn't work if they just lie on the ground.

i played around with this on my psp after reading about 4A hitting grounded opponents. It will hit non-moving downed opponents IF you get the head or feet end dead on. if you try it from the sides it will miss. kind of weird how that works out :dunno:

i haven't tried checking whether it has can be used as a tech trap or if it will hit rolling opponents; i'll probably check that out later tonight.
 
Hi all, new to 8wr, first of all many thanks for Halister who sparked off my interest in Taki and eventually half the chars on the roster with his videos. :) I started off with SC:BD and eventually got so interested I got SC4 as well. Anyway,

4A does NOT hit non-moving opponents on the ground, head/feet dead-on or not. It only hits if there is a slight 'bounce' such as after PO A, it feels like it needs almost as much bounce to hit as yoshi's door knocker. Yes, its a tech trap. Yes, it hits rolling

"on BD Taki can PO RUSH into PO again" imho more irritating than useful because the controls on the psp are so small, sometimes instead of 3bK 214 PORC 1BA I turn out doing PORC PO B. And vice versa

BT 2A+B after A+B forms; nerfed from SC4. There's no more bounce, so double BT 2A+B doesn't work anymore. However, 4A+BB BT2A+B BT2K 6A+B WR BKB still catches quite a few ppl off guard when they tech anywhere but backwards

8 hits up from 6 in SC4 from PO B for SG to blink red. 9 hits from 33B_44B up from 6. 11(wtf) hits from HOVER B up from 6 in Halister's Takitech 1

I'm not sure about high level play, but is BT PO B+K a really good move? I find myself using that quite often between A6/6A mixups. It does even more damage than 66B+G now! How about 22_88A BT A+B 3bk 214 POR B+K I actually use it quite a few times. I know its dumb when you could just do a guaranteed A:6 WR B after BT A+B but well its something different =/
 
not sure about PO Rush into PO again. If you don't cancel PO correctly with the right direction and move, you will do a PO move.

BT PO B+K is ok, it just doesn't damage scale cause it's a hit throw, but it can always be crouched. The only mix up with PO 9K. They can get up crouching. most stuns you can shake out of in time to crouch it.
 
oh well, PO rush into PO happens to me because of my big thumb versus the tiny psp controls. Sometimes after 664 I mean to hit 1 but end up hitting 214 by accident. Same applies for Algol's 623B when I meant to do 33B. The analog stick direction transition is really bad. I use directional buttons now mostly.

Yup, the crouching sometimes happens when I attempt to do BT PO B+K after 6A. Sometimes I mixup with PO 7_8_9K, BT2K, bomb but usually those I play with get hit with BT PO B+K after a 44K connects. Maybe its just that they can't shake stuns fast enough
 
JF 33_99A:B:B:B is actually still there. i've never done it in SCIV so i'm not sure if its like yoshimitsu's spinning fists where the last hit is a GB, but in BD it isn't, and to do it requires hold input A. its sort of like a slow sliding input. like 33_99aB:B:B.

took a LONG time for me to figure that out. i'd done the fist JF by accident a few times and had to make sure i wasn't seeing things.
 
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