Rarely used moves?

sig808

[08] Mercenary
So, I know a lot of Taki's moves and combos, but still there're some moves I'm not sure what to do with. I guess I should use them more often, but when and why? I'm pretty sure some of you may have similar doubts/questions or some helpful insight. I hope this hasn't been discussed a 1000 times already...

Moves that I rarely use:

PO 214
WRS
WRS~PO
WR K
STK K
2A+B
FC 1A+B
 
PO 214 You can use it like a GI the timing has to be really good. Then you can punish them although PO 236 B often serves the same purpose even better. Or you use it to mess up people who are really good at beating your PO 236 Mix-Ups. PO 214, PORC is also pretty useful on those people.

WRS is useful because it's TC and evades to the side i mostly do it on advantage because the evasion is pretty slow.
It get's you in a good position for WS moves or side throws. But keep in mind that when you do WS K and are off axis to the opponent some stun combo options won't work.

WRS PO is more a mind game thing i mostly do it for fun or to fish for PO A+Bs online. And sometime from max distance i close up with PO PORC WR PO and so on you can actually keep on changing between PORC and WR/WRS indefinitely lol.

WR K is pretty good because it has very little frame disadvantage and you can CH people after it with AAB and other fast stuff like that.

STK K is +/- 0 on hit and -5 on block i use it like 66K to close up on spacing ivys, astys and kiliks.
And after some KND moves it's a tech trap or something like that you gotta ask Halister on that he was testing around with that maybe there's some STK K in one of his Vids.

2A+B can be used after some bombs and followed with 41236B which is only escapable by JU. See Halister vids for this too. I recently started to use 2A+B on grounded Kiliks too it beats their annoying lying A+K(the sweep) and if it hits a heaven monument kilik you can also follow up with 41236B unless they JU. It's even better than the Air Grab on those :)

FC 1A+B is good on people that like laying and rolling on the ground if it hits the grounded and they then try ukemi they are open for nice bomb and 4B tech traps. 1 Really nice thing is 9A 1A+B 44K if they get hit by this they're really screwed especially if the 44K leaves you so off axis that 3KK WR BBB hits :) But they have to first roll to get hit by 1A+B and then Tech to get hit by the 44K but if you do it right i guess in this setup 44K hits all Tech.
1A+B is an indispensable tool against people who don't eat simple tech traps. Rollers and the like because of taki's weak oki game.
 
So, I know a lot of Taki's moves and combos, but still there're some moves I'm not sure what to do with. I guess I should use them more often, but when and why? I'm pretty sure some of you may have similar doubts/questions or some helpful insight. I hope this hasn't been discussed a 1000 times already...

Moves that I rarely use:

PO 214
WRS
WRS~PO
WR K
STK K
2A+B
FC 1A+B


I use all of the above moves, for reasons outlined by Fleshmasher and then some.

PO 214 generally seems very effective against people who either freeze up after PO for extra headfuckery, and for those who immediately retaliate against PO with a poke. i love this maneuver, also for the fact that you can do it after POR. Also don't forget that you can delay PO moves for a very very long time, even after she gets up there are some frames left where a PO move might come out. So it can and should be used for GI-like evasion like Fleshmasher said.
WR K is nice for surprise ringouts as well sometimes. Or i use it after an opponent is one the ground and nailed with FC 1A+B. They either get up and i get frame advantage for AAB etc. Or i jump over them and the BT shenanigans begin. It also weirdly doesn't RO Taki at all so it's safe at ring edges.
Like said above STK K - great tool for spacing.
2A+B seems to me like a very safe tech-jump with decent damage, plus the move's been around since Soul-Edge if i'm not mistaking )) Anyway a great tool IMO.

This seems like a nice topic, since Taki is very situational, but i believe all of her moves are very useful if done right.

Moves i use rarely.

3AK

STK A

66B:A

3AK just seems slow and clumsy, and STK A is hard to land. 66BA doesn't seem more damaging then 33B, and they both TC, it just looks better cause of the white-flash-of-win. If anyone has suggestions - please tell.


It would be cool to keep this topic going.
 
3AK may be clumsy in the start but it's recovery is crouched and -14 so it's only punishable by the fastest mids.

STK A is really hard to land and very punishable on block i guess halister said it's punishable with throw or something equally painful if i remember correctly. The reward is a free K2 or maybe a FC1A+B and not really worth it. Except maybe for show or if people always beat you out of STK WR. Then a STK A could work.

66B:A tech-steps a bit and only shortly to taki's left and it's also TC like 33B. 33B has the drawback that you don't get the whole damage if you hit at tip range. So at mid range and/or on neutral frames 66B:A could get you better results.
On the other hand does 33B have better recovery on block it's -16 and 66B is -19 and thus punishable with throw.
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FleshMasher said:
and 66B is -19 and thus punishable with throw.

Wow just realized that lol that's nasty i need to check it again if it is that bad :(
 
re: 66B:A , i don't know about it being punishable by throw. frame-wise, yes, but it seems to me that whenever i use it and it gets blocked, i'm out of throw range. also, some char's 3B's won't launch at that range, like Cervy's and Sieg's. i'll sometimes use this move in place of a 6B depending on range and likeliness of GI attempt from my opponent, and if they're flashing red.

i've been meaning to do a tech-step frame test on the move but i haven't had time lately. the window seems pretty tight, but IIRC it will beat most B-type attempts after a blocked 2A or 6B.


3A and 3AK are not bad to use every now and then. catches step, more or less, does a little damage, and the first hit is likely to land since why would anyone duck versus Taki anyway, lol. not a good move to use if your opponent is aggressive.

if you land STK A you can tech trap with bombs. i've only landed it a few times, and only in matches where i've already used STK K and regular STK a couple of times. really specific distance is required for this, and advancing moves will more often than not cause it to whiff. :(


PO 214 is nice versus 2A or other quick single attacks, and like mentioned to bait GI's of hover mixups. i really don't use it much unless the opponent is really into 2A because almost any string or slower option will beat it. it's also nice if you've been winning all the PO rock paper scissors battles and you know that your opponent will freeze, so you can get fancy and transition from mist into run or unblockable or some other shenanigans.

hmm this move needs to be tested for its invulnerability frames.


WR K doesn't give frame advantage, but it's really safe on block so unless your opponent is really on the ball , AA_AB interrupts almost everything. a keen Sieg might try to 3 you after, but that's what step~bomb is for :D


2A+B i use when i want to make the opponent attack, or just to confuse them. nice SG damage, and kinda-somewhat-sorta safe if they're not expecting it. i like the BT version better for some reason. i think it also tech crouches early in the animation as i've escaped some throw attempts while i was BT with it.


and i use caltrops or FC 1A+B quite a bit these days, especially when my opponent stays grounded after a knockdown because they're afraid of my bomb spam, lol. i think i landed 4 or 5 in a row the other day until my opponent finally decided to get up, at which point he ate 6A+B :D. works best when they're trapped in a corner and the 6A+B is harder to avoid.



move i rarely use: 4B

almost completely useless auto-GI, punishable, not the best damage, and it's pretty slow. i'll sometimes use it for tech trap, or to beat out a slow/ranged/retreating move, or to break the gauge, but it's too unsafe to just throw out there. high risk, low reward, unless they're flashing red.


i used WRS from BT after a combo the other day and it eventually led to a BT A+B, so that was neat, but yeah i never really use it because it steps too slowly for my tastes. it's ok from 3KK on hit, but i like the offensive options from regular WR much much better.
 
so i was playing around with 66B...

66B:A, in addition to doing more damage than regular 66BA, gives you slightly better wakes. it is on par with 33B's wakes, so for example you get a 6B if they tech any direction. not bad. if they don't tech, 6K combos.
 
Thanks, for your posts! I didn't have much time to post/play lately. But let's keep this going!

2A+B - I've started using it more and I honestly don't know why I didn't use it before. It's great, even if the opponent isn't grounded.

66B:A - I use it a lot to put some pressure in my game. It's very satisfying if it TCs under highs. I also experimented using it as follow-up to some poking with 6B (as alternative to 3KK).

3AK - I throw it in sometimes, mostly followed by 2A+K,K. But perhaps 4KK would be better?

WR K - I used to STK over my opponent and do WR K for ringout. Now I prefer BT A+B, A6 for that. WR K might still be good for some confusion, but it takes sooo long to hit.

4B - I sometimes use it although I'm not sure why. It seems very good in some situations, but quite bad in others. So, I absolutely agree that it's risky. But then again, I like doing risky stuff from time to time... (if it's the right time)

FC 1A+B - Does anyone else have difficulties with the input? I must admit, I'm playing with a Dualshock 2 pad :-) I think I've read somewhere (probably Halister's study) that it's good after BT A+B. Does anyone use it that way?

Another move I'm putting in more and more: 11_77K, mostly followed by A6. Any comments on this?
 
FC 1A+B is good in certain BT A+B setups, but for the most part if BT A+B hits, just take the damage with the A6 juggle.
 
i use 4B to aGI B's against natural combos that have Bs in them, a good example would be blocking mitsu's 2K in 2KB and doing 4B afterwards for free damage, or blocking the first hit of Maxi's 6BBB and aGIing the second hit. or doing it against cervy teleport spammers or any B-stuff..
have to get used to the timing on it though.
 
4B is also good against Asty's 1[A], B and 66A, B although few good Asty players use those because they are both easily avoidable and punishable.

And 4B is especially useful against Kiliks 214B guard break which guarantees damage even if blocked.
 
I very rarely use 11_77K although it has good range, is safe and gives really good damage on CH (A6 WR B combo)
I think it's even more damage than off CH WS K. The only drawback is it's not really fast and slightly negative on normal hit which is not so bad since it forces crouch.
And it is easily counter hitcheckable so you don't do A6 uselessly.

Since most of her moves with good range are more or less pretty punishable (66-anything, 99_33B, 88_22B and 88_22K,A) and don't offer much damage since most of them give disadvantage on hit or knock down, which is not really that much of an advantage because Taki's Oki is not really good, i think 11_77K is underrated and should be used more often.
 
So, I know a lot of Taki's moves and combos, but still there're some moves I'm not sure what to do with. I guess I should use them more often, but when and why? I'm pretty sure some of you may have similar doubts/questions or some helpful insight. I hope this hasn't been discussed a 1000 times already...

Moves that I rarely use:

PO 214
WRS
WRS~PO
WR K
STK K
2A+B
FC 1A+B



PO 214 is a good move to use after using PO HO a lot. Your opponent expects it, but instead you switch it up and use that and make them think you're doing hover, but really sidestep in possession and use A+B and get some good damage. It's all in all a move more for confusion and switching things up than real brute force.

WRS is a good move when you're being attacked and you don't have many fast enough moves to get out and can't GB. It and Side Stalker or whatever it's called are really good for dodging because WRS is keeping you low to the ground out of the way of many moves, and stalker keeps you high up. Unless you're battling another Taki or an Ivy (as they can take advantage of you being in the air) it's a good move. WRS is basically a dodging move to get you out of your opponents way during maybe an unblockable move or other long moves like that. Or very horizontal moves.

WRS~PO is just a good way to get in a possession. Hopefully, you're opponent may be attacking and you can use it and (even if you're not close enough, just run up in possession) use a nice possession move, or a hover move.

WR K is good for me at least if you're opponent is far away and doesn't expect you to be able to attack them from that far away, thinking it's just to get closer in a cool way. It has good range and can knock people off edges so that's good. Sure there are other better WR moves, but it's good to switch up attacks. It can also be good against enemies who don't block much.

STK K is just for Stalker in close range, but not close enough to do STK A. It can start off some good combos.

For 2A+B, I use it after 6A+B twice. Most of the time, I'll do 4A+B or 6A+B and then stalker and grab them in the air. But to switch things up, I'll use 2A+B. On 4A+B, you're opponent goes into the air and gives you enough time to get back up. If you do it after 6A+B though, whoa, your opponent goes really high in the air and gives you enough time to use it again. It's also good against a character who stays on the ground for a while. For me, it's mostly for fun because it makes Taki look like a professional wrestler .

I don't use FC 1A+B much either but I've heard it can be really good if you use it right.
 
Lately, I've been experimenting with (at least for me) unconventional stuff. Maybe it's trivial or nooby. Anyway, I'd like to share/discuss:

'Stalker spam' - I've been neglecting STK for a long time. Now I'm trying to do it more often and I found that excessive use can be VERY powerful. Against some opponents it seems I can STK away almost every time they start a slow long range combo. Seems to work well against Siegfried for example. Also, doing 2 STKs in a row can really confuse your opponent.

44A, 1A - I can't remember even one time when the 1A DIDN'T hit since I've started using this!
--- Edit: After using this more I found it's of course far from a sure hit. But still nice.

GI, 4A+B, B - I just found out how mean that is. Maybe it only works so well due to lag?

WR B, B - Not doing the 3rd B is an option I've overlooked for a long time. I like to do 1A instead from time to time because it can really throw off your opponent's timing. Anyone know other good follow-ups?
 
stalker spamming is a great idea. Especially if you mix it up and do side stalker a bit, then switch directions, then do forward and continue it. And if you're facing backward, you can do reverse mill K and start of a good combo.
 
Of course, I meant STK in all directions. And yes, it can lead to nice opportunities for WR or BT A+B.
I also found a lot of STK can help against other fast chars like Setsuka. I must admit I often feel quite helpless against her. But maybe STK spamming can take away some of the pressure in her game. I'll experiment some more.
 
don't know if it's common knowledge but PO can be buffered into 8KK as i discovered yesterday. not overly useful unless you use 8KK to tech-jump and punish lows, but still something i have never seen before.

(note it's 8KK not 8KKK)
 
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