Rarely used moves?

It's there since SC 2 i think. Another example for the sloppy command list... Like WS B STK...
It's good to use 8KK PO instead of 8KKK.
You can follow with POR/PORC wake up shenanigans.
 
I don't really use STK at all, unless its for getting an air throw. i use WRS a lot though. i noticed STK~RWR/WR seems to have a lot of potential.

I don't really use 2A+B much either.
 
Yes, 8KK PO is great! I use it all the time, sometimes followed by PO A+B which often lands while your opponent is waiting for the 3rd kick.

I also want to point out how VERY useful STK K is for getting close and interrupting your opponent's attack.

Another thing missing in the game's movelist is WR 4A+B, B.

Stupid question: Can anybody explain to me what exactly FC 2A+K, K is for? It feels a bit clumsy to me and most of the time I use WS K instead.
 
I don't use 4A+B (bomb, isn't it?) a lot. I just do A+B, it comes much faster and without warning. When you do 4A+B, you can kinda see Taki arches back a little and pulls up her hand behind her head. I don't use 1A+B either, but lately I did it after 1K. It's fun to stop an opponent who is trying to beat your 1K with a B attack. Not efficient because the move is slower, but sometimes you hit.
I really don't use 77/11 K. The kick seems a lot slower to executel; though it's nice when it hits, you get to do more combos.

On the other hand I abuse PO of all sorts to get those mix-ups. I even use PO after 8KK (it's not a buffer or if it is, it is very slow!) to hit the opponent with unblockable when the kick is blocked or hits. Most of the time the opponent is waiting for the third kick.
 
WR 4A+BB: I think it's not really a unique transition it's just that you do WR and then 4A+BB.

FC 2A+KK: It is very useful when mixed up with 1K or FC 2K, when they mistake FC 2A+K for FC 2K they think they got advantage and eat the second kick as CH.
Or when FC A+K alone hits and they freeze up in fear of the second kick you can mix up again with mids and lows/throws.
FC 2A+KK also has more range than FC 2K, it is also a natural counter combo that gives advantage, and it is safe.

A+B/4A+B: I think A+B and 4A+B are equally fast but you got a point that A+B is less noticable than 4A+B.

FC 1A+B: I'd only do FC 1A+B on grounded opponents or as fast punishment.
As punishment it gives less damage but better frames than WS K which is equally fast.

In the situation you described i'd say WS K is generally better because it is less blockable (WS K is mid, FC 1 A+B is smid) and gives unshakable stun on CH.
And unlike WS K, FC 1A+B is pretty unsafe (punishable with A6)
Only strength of FC 1A+B in this situation would be that it probably kills step better than WS K.

11_77K: It is one of Taki's safe 8WR moves, it launches on CH which is great. But sadly gives disadvantage on NH altough it forces crouch which is enough to mess up the opponent's reaction sometimes.
It is easy enough to counter hit check to make it very easy to use correctly.
The range is also good for Taki. I think it is very useful even though it is not that fast.

I think all moves that are safe are also useful by the way :P
 
And I don't use the windscroll kick K2 (although it is good for countering low attacks) or hammer kick 6K. For counter I use fog blanket 2A+K or simply 8A (opponent will knock down). It's actually slower for fog blanket, but it's faster for me to execute it with shorcut button. Playing online it's harder to execute K2 (or A6). And to replace hammer kick I just use B or 2B - a lot faster.
Uh-huh, I think A+B is faster than 4A+B. Give me the frame stat since you're the master of it.
 
I've listed both with i30 although i forgot how i tested it. But if you wanna know for sure, program a practice dummy Taki to do WS K (+/-0 on normal hit) and then 4A+B. Then you let yourself get hit by the WS K and try to beat the follow up 4A+B with your A+B.

If my calculations are right the bombs should trade and both Takis should get launched into the air.
If your A+B beats the dummy's 4A+B, then you are right.

I don't use K2 often either which is bad because it's actually really good, it's safe, does good damage and give advantage, hits grounded and the tech jump part is gold.

6K is also good to hit grounded because many people don't tech much against Taki in fear of Bomb tech traps and stuff.
 
This may be a bit off topic, but...
Recently someone explained to me how scrubby my Taki is, so for me it's back to the drawing board in order to improve.

Anyway, I only learned 2 days ago how good 33_99A PO is (duh!). Now, I'm wondering, what's the best follow up to make use of the advantage it gives? For example, I like PO K, 22_88KA.

Another thing that was/is missing in my moveset is POR/PORS/PORC. But how do you use it effectively?
Does it make sense to use B+K and 214 to keep Taki from leaving PO?
And of course, it's easy to cancel POR with moves like 4A, 4B, 4A+B etc. But is that any good?

BTW: Is it a bad habit to frequently use K2 on grounded?
 
What does scrubby mean? What are POR/PORS/PORC? I'm not good with abbr.

I think the only advantage of cancelling PO is to continue with your saga of mix-ups and combos, which I rarely do (for the topic) because I think the unblockable PO hits more often than the pressure attacks. I get using 214 to keep PO, but I don't understand about using B+K to keep PO.

There is always a downside from a move. K2 is not good when the opponent is able to move aside quickly while on the ground; most likely not. They can quickly counter because K2 (I think) takes longer to recover. The same deal with 1A when the opponent is on the ground and able to block low. You get punished. I think 2K is the safest and it gets Taki ready for the next plan, although the kick won't give much damage. One point I notice, when you hit the opponent on the ground, somehow it is much more predictable when they get up. Either they are scared to be attacked again, or something.

I also have a question, off topic. You know the low kick 1K and the follow up kick to the gut that stuns the opponent mostly while Taki is rising. I saw some people did the gut kick much faster to follow up from the low kick. How do they do that?
 
POR = POssession Rush 214, 66
PORC = PO Rush Cancel 214, 66, 4
POS = PO Sidestep 214, 2 or 8
POSC = PO Sidestep 214, 2 or 8, 4

POR and POS as well as Hover (PO 236), Silent Mist (PO 214) and PO B+K are mainly for evasion. They are needed because even on hit slow PO transitions like AB PO and slower allow the opponent to beat Taki out of any regular PO move (except PO 8K, which is unsafe even on hit) with a fast TC(tech crouch) attack like Taki's own 2A or maybe 3bK.

PORC and POSC are needed if you evaded and wanna use a non PO move like a throw.
Or with Guard, when the opponents are fed up with your evasion and start using lockdown moves like Asty's 66K (TC, hits even POS when timed well) or Sophi's 236AA (also TC, also lockdown)
You use PORC G and punish said lockdown moves because those are mostly more or less unsafe.

@ Sig: 33 or 99A PO is her fastest PO transition and here nearly everything is useful PO B for example is uninterruptable in this setup. You can also just use 33_99[A]BBB for the delayed mid stabs.

@ Kikoshoo: The low kick to mid kick you mean is the above mentioned FC(full crouch) 2A+K, K.
It's a natural counter combo (NCC) and when only the second kick hits as a counter it gives unshakable crumple stun for nice combos.
It's also safe on block.
 
Oh! Didn't think of that although i got it in my own frame list. According to myself A+K,K is actually -11 so it's punishable with A too. D'oh!
Still not bad.
 
Hello!
First, sorry for my english...

then, i may found a change with one move.
untill now i don't really think it's usefull... well, at least, it's almost usefull as 6A.
i mean ... too risky, because if you don't hit with or if it's touch on guard, you will be punish for sure !

the move is : POR,1A+B the change is... after that you will roll forward and be BT !
it's just surprising... but not worth to do it i guess. (plus somtimes it's not working, i still don't know why).

i just wanted to signal this change... like that you know :p
 
Btw, does anyone knows if Taki rolls backward without rolling forward? It happened to me one time, maybe a glitch or so. Dunno what I did, but Taki was rolling backward. She was standing, and she did not face the enemy on her back.
 
Btw, does anyone knows if Taki rolls backward without rolling forward? It happened to me one time, maybe a glitch or so. Dunno what I did, but Taki was rolling backward. She was standing, and she did not face the enemy on her back.

Honestly i don't know what you are talking about.

Do you mean Reverse Mill(RM)? It's in the command list, you can either press B+K twice so you do first WR and then RM here you face the opponent when finished.

Or when your back is turned to the opponent (short you are BT) and you press B+K once you instantly do a RM backwards to the opponent, when it's finished you will be BT again. You can also do RM K to launch the opponent for an A+K, B+G air grab.

It's all in the command list, please read it.

And also this thread on ways to get into BT with Taki:
http://www.8wayrun.com/f41/bt-setups-t4543/
 
I know all her moves from the command list. I'm a Taki user since SCI. Just standing facing the enemy, I thought I made my Taki roll backward immediately (without rolling forward 1st), as if to make a distance with the enemy. Or when she is BT, she rolls forward immediately away from the enemy, without rolling backward towards the enemy.

I thought there was a trick to do that.
 
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