Skill Project Studies: Instant Possession (iPO) & 66G+B Throw (Salvaged)

Slade

[14] Master
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Instant Possession (iPO):
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General

As you may or may not have read in the PORC Reference, PO attacks have varying speeds based on the situation they emerge from. When they come from the 214->PO method they are slightly faster than when they are derived from attacks that enter PO. The 214->PO method locks Taki into a number of charge frames before she can execute a PO attack, thus any time advantage gained is quickly lost as she charges. The iPO method can overcome this charge time to a certain degree.

First, let us examine the execution of iPO. The iPO technique is in a very similar vain the Sway Cancel technique in Tekken. Essentially, you must input the button and the final direction command, 4, on the same frame. This is much harder than it sounds, same frame timing always is. When executed via exact timing, instant PO attacks will result. PO K and PO 7_8_9 can do this automatically with good timing, PO A and PO 2K require neutral inputs, so iPO is limited to PO 4A and PO B.

As seen in the video (Taki Skill Project Video DEAD LINK), the iPO method offers an instant execution of these key PO attacks. Since they are cutting out the PO charge frames they also offer a means to execute the PO attacks as fast as possible. To bring full gravity to this statement iPO 4A is i7, or the single fastest standing attack in SC.



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66G+B Throw:
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General

Few Taki players know she has more than one method to execute her 66G+B, and even fewer know that she has four. Before moving further let us examine each method in detail.

Pure Method: 66G+B
GI Method: 6gB
(B) GI Method: (B) 6G
PORC Method 46G+B
Each method has an ideal scenario and application, 66G+B should be the most common method as it is unquestionably the most reliable. The GI methods work well in a variety of cases, be it to cancel GI into a throw, as demonstrated, or to simplify the buffer from PORC. The PORC method can be used in any situation, however the degree of difficulty required will make it unreliable at best.

For identification purposes, both the GI Methods can be discerned by the audible double “yip” that they produce. While both the Pure and PORC Methods will yield a single “yip” upon execution.

Now, more importantly let us examine the execution frames required for each method.

Pure Method: 66G+B = 656G+B, minimum execution of three frames or greater. Neutral state required.
GI Method: 6gB = two execution frames.
(B) GI Method: (B)6G = one execution frame.* (* this does not count the (B))
PORC Method 46G+B = minimum execution of two frames. May be greater than two and neutral state is not required.
Therefore, when we add this together we get the following:

Pure Method: 3+16
GI Method: 1+1+16 (one frame of GI state)
(B) GI Method: 1+16 (one frame of GI state)
PORC Method 2+16
Looking purely at the data presented one may assume the Pure Method to be the worst. This does not take the Free Frame or buffer friendly nature of SC into account. With the Free Frame system in consideration, the GI execution frames of the GI method cannot be removed, thus overall they are the slowest means into 66G+B from attacks. From a neutral stand however, the (B) GI Method is the fastest.

Adding it all up we can determine that from attacks Pure Method is best, since you have to tap 4 to execute PORC the PORC Method is best from PORC, and the GI Methods should fill the strange gaps for when you fail to execute the PORC method or want to throw post GI.

Escape

It has been mentioned in several sources to date, the escape window for Taki’s 66G+B throw is 8 frames. This applies to every version of this throw. As shown in System – Technical at SC.com's DEAD LINK System Section, if you escape on the last possible frame your character will still take 25 points of damage as you break right as Taki stuffs her knee into your character’s groin.
 
I dug this up from the archives of GuardImpact.com, and a lot of the info there is SC1-related and not SC2. If any Taki vets can tell me what (if any) of this is relevant to SC2, I'll be thankful.
 
There were also 1 frame shifts with Taki's PO.

PO A:k would make the move come out faster. Not sure on the frames.

But it allowed combos like WL A, 6K~A, iPO A:k

Trying to recall.. but this relates to the PO A being canceled by the 1 frame shift and coming out as PO A+K.
 
There were also 1 frame shifts with Taki's PO.

PO A:k would make the move come out faster. Not sure on the frames.

But it allowed combos like WL A, 6K~A, iPO A:k

Trying to recall.. but this relates to the PO A being canceled by the 1 frame shift and coming out as PO A+K.
It is actually K:a or K:8/9 or K:2=Pizza Cutters , the jumping kick and the low vaccume drop kick. The pos K is cancelled since it activates the fastest from input even tho pos 4A=the mekki maru swipe is the fastest attack from pos it will not allow the one frame shift cancel.
p.s Pizza Cutters is a much cooler name for Fan Dance..Think Ninja turtles.
 
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It is actually K:a or K:8/9 or K:2=Pizza Cutters , the jumping kick and the low vaccume drop kick. The pos K is cancelled since it activates the fastest from input even tho pos 4A=the mekki maru swipe is the fastest attack from pos it will not allow the one frame shift cancel.
p.s Pizza Cutters is a much cooler name for Fan Dance..Think Ninja turtles.

Was the notation different back then or what? Isn't Fan Dance PO A+K? Why is it listed K:a?
 
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