Asura Buster: Eternal Warriors/Taros: Difference between revisions

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|214AB > j.A > j.B > j.236B...
|214AB > j.A > j.B > j.236B...
|?
|?
|Corner combo that leads into a j.A > j.B > j.236B loop. Video -> https://streamable.com/dct710
|Corner combo that leads into the Taros j.A > j.B > j.236B loop. Video -> https://streamable.com/dct710
|-
|5B > 5AB > j.A > j.B > j.A > j.B > J.C
|37
|The first j.B is delayed.
|-
|5B > 5AB > j.A > j.B > j.Ax2 > j.B > j.236C > j.A > j.B > j.236B...
|?
|Combo that leads into the Taros loop.
|-
|5B > 5AB > j.A > j.B > j.236C > j.Ax2 > j.B > j.C
|39
|
|-
|j.B > j.A > j.B > j.C
|24
|knocks the opponent into the ground.
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[[Category: Asura Buster: Eternal Warriors]]
[[Category: Asura Buster: Eternal Warriors]]
{{Asura Buster}}
{{Asura Buster}}

Revision as of 19:41, 14 August 2022

Taros logo.png
AB taros.png
Pre-Jump Frames 3
Play Style Big buttons / rushdown
Dash Type Step

Introduction

A large golem in that can form parts of its body into various weapons. Upon encountering the same young boy who had met Rose Mary and learning about the mystery of the lost continent, Taros decides to begin a new mission in investigating the strange and unusual anomaly of the lost continent.

Taros is a large, tanky character with normals that do 1/2 and HP bar physically and emotionally, and specials that can force your opponent to play defensively and by your rules. While throwing out normals and specials haphazardly isn't a bad strat, mastering Taros can completley shut down your opponent via spacing and pressure.


Color Palette


AB Palettes Taros.png




AB Taros idle.png
Pros Cons
  • Long combos great for eating the clock
  • Godly EX moves
  • Boost Mode can guarantee a Last Stand Defense is going to succeed
  • Strong pressure game
  • High priority attacks
  • Can shutdown the approach of some characters
  • High damage
  • Has a lot of attacks that knockdown
  • long pokes
  • Very large hitbox
  • Very slow projectile
  • Lackluster Supers
  • Situational Boost Mode
  • Lack of DP
  • Very slow walking speed
  • Predictable mixups



Normals

Standing normals

5A
AB Taros 5a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - M normals -3 -4

fast jab
can be used as a pseudo-anti air


5B
AB Taros 5B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 9 - - M normals -2 -4

decent combo filler
can be combo'd into launcher if done close enough
used to combo into his specials


5C
AB Taros 5c.png
Not exactly a DP, but we take what we can get
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 / 9 - - M O -15 -16

Taros' main anti-air
laggy but damaging and big attack
risky to use in neutral but if opponents are getting predictable with their unsafe approaches this is a very great move to use
hard to punish on block

Crouching normals

2A
AB Taros 2a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - L normals 5 4

fast low jab


2B
AB Taros 2B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 16 - - L normals Knocks down -10

stomp with a wide ripple
Knocks down
his main low mixup


2C
AB Taros 2c.png
the AXE
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 31 - - H O Knocks down -11

a GIANT overhead that deals a lot of damage
it is extremely slow and easy to see coming
but it cannot be punished by some characters on block

Jumping normals

j.A
AB Taros j.a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 4 - - H special O O

fast combo starter
the safest attack to throw out when jumping in


8.B
AB Taros j.B.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 10 - - H special O O

wide but short hitbox
not as useful as the other jumping B but still has some uses
very hard to cancel this into another normal or special


7/9.B
AB Taros j.B2.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - H special O O

5-hit drill attack that overpowers most normal attacks
Taros' main jump in


j.C
AB Taros j.c.png
ONE PUUUUNCH!
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 10 - - H O O O

one of Taros's greatest normals
very fast, great range and deals a lot of damage
will knock down and send them sliding fullscreen
easily spammable due to short recovery
deceptively very active

Command normals

6C
AB Taros 6c.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 39... yes 39 - - H special Knocks down -3

very slow but very damaging overhead punch

Universal mechanics

Launcher
any 2 buttons
AB Taros AB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

on hit, Causes a big wall bounce and makes puts the opponent on indefinite hitstun until they hit the ground or use meter to tech it
can be combo'd universally with A>B>C or A>B>Launcher combos.
most characters can add an air special or delay the launcher and do a ground special
if you hit an opponent with 3 launchers in the same combo they become completely invincible until waking up from the knockdown state
a lot of EX moves (Rose's 214EX), few meterless specials (Taros j.236x) and very rarely normals (Rokurouta's 6C) have last hits with the properties of a launcher. these hits count towards the 3 launcher cap.

Air launcher
any 2 buttons
AB Taros jAB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 7 - - M O Launches inconsistent

No difference from the ground version, but some characters have air launchers with slightly less recovery frames


Guard break
22C
AB Taros GB.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 - - don't O Stun O

This replaces grab, a quick attack that stuns blocking opponents.
common followups are combos, launchers, knockdowns and some supers
countered by not blocking, jumping or attacking back

Special moves

Artillery Attachment 001 - Vulcan Explosion
623A/B/C
AB Taros 623a.png
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 38 - - M O a lot still a lot

Taros shoots a laser, setting off explosions on the ground. Long startup but quick recovery, so you can hit your opponent into the blasts. Resembles a Power Geyser.
EX version shoots dense explosions that travel about a whole screen's length


Artillery Attachment 002 - Pavement Roller
214A/B/C
AB Taros 214a.png
A/B/C version
AB Taros 214ex.png
EX version
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 9 / 9 / 9 - - M O inconsistent inconsistent

Taros rushes forward with two large gears spinning in place of his hands.
EX version makes Taros rush forward with two big spiked wheels, doing up to 27 hits. Goes just a bit less distance than with C. Last hit is a V. Launcher


Artillery Attachment 003 - Bey Blender
j.236A/B/C
AB Taros j.236a.png
get used to seeing this sprite
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 6 / 8 / 10 - - M O inconsistent inconsistent

Arguably, one of the best moves in the game.
Taros flies up/forward, with a spinning blade for legs. This move has strange juggle/launcher properties
sometimes it works as a launcher, sometimes it counts as two launchers, sometimes it just knocks down.
Can apply insane pressure to your opponent, and, if it crosses up in between hits, your opponent must switch sides to block, which is incredibly difficult at the speed the hits come in.
EX version travels a similar arc as with button C, but with a bit more height. Usually does 1/3 of an HP bar.

Supers

Legendary Artillery - Hinokagutsuchi Blade
236236A/B/C
AB Taros 236236a.png
Sprite so big, it doesn't fit the arcade screen
Damage Startup Active Recovery Guard Cancel Adv. Hit Adv. Block
- 73 - - M O O O

Taros winds up and then swings a giant sword downwards
Seems unavoidable unless you can get behind him before he swings. Damage is OK but not great, considering how the damn thing takes 2-3 business days to come out.

Boost mode (22+ABC)

Taros gets Super Armor during every attack he does.

  • Standing C and 6C do more damage
  • Standing C is cancellable on either hit. Second hit is a V. Launcher

Combos

Combos Dmg Notes
5A > 5B > 5AB > j.A > j.B > j.AB > j.A > j.B > j.C 36 - 40 Universal combo. Ends with a knockdown.
5A > 5B > 5C 37 Basic ground combo.
5B > 5AB > 5B > 5AB > 5B > 5C 43 Basic ground launcher combo.
214AB > j.A > j.B > j.236B... ? Corner combo that leads into the Taros j.A > j.B > j.236B loop. Video -> https://streamable.com/dct710
5B > 5AB > j.A > j.B > j.A > j.B > J.C 37 The first j.B is delayed.
5B > 5AB > j.A > j.B > j.Ax2 > j.B > j.236C > j.A > j.B > j.236B... ? Combo that leads into the Taros loop.
5B > 5AB > j.A > j.B > j.236C > j.Ax2 > j.B > j.C 39
j.B > j.A > j.B > j.C 24 knocks the opponent into the ground.

ABEW Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Alice
Alice!
Chen-Mao
Goat
Leon
Nanami
Rokurouta
Rose Mary
Sittara
Taros
Yashaou
Zam-B
Zinsuke