*EDIT* So to add since some people not understanding and I guess I didn't spell it out hard enough. Yes you can use fast red RC cancels to avoid damage scaling too, however this applies the time stop effect which makes it superior to fast red RC cancel in all the same situations as in time could can be adding all new combos! Also all new setups as well! So in the end this is hardly "critical" tech as it for the most part just adds a few points of damage to the end of any given combo you will do it on, but damage is damage! Perhaps this could be the building block to greater things in the future as well who knows. We keep plumbing the depths of the game and while not all bits of tech are gamechangers, its always welcome!
you do not need the taunt > PRC to get more damage. You just need to FRC your roman cancels. (fast roman cancel or roman cancel cancel). BRC and PRC do not cause any hit and thus do not scale. Red roman cancel acts as a hit and causes proration or scaling. However, if you cancel the roman cancel in its initial frames before it hits, you bypass the scaling. This isn't merely a tiny bit more damage. Its quite a bit more especially sol and will be optimal. What is critical tech however is how the slowdown of your roman cancels STACK with the slowdown on counterhits. So if you see a jump in happening, you can BRC > counterhit 6P for even more slowdown than normal, and do otherwise impossible links. This allows 6P conversions to be substantial with the usage of BRC.
@@lostvayne9146, you might still want the PRC slowdown for a combo. You can PRC the startup of a special cancel instead of a taunt cancel to achieve the same thing without mapping taunt.
You can also delay a bit, you don't really need the taunt according to my testing, but it makes it easier. You get the purple cancel anytime you roman cancel just as the hit stop ends. This delay also works with special attacks, just wait for the hitstop to end -> purple roman cancel. You can for example go from jabs to sweep for a hard knockdown with this. Also mentioned this in another video but if you have a run cancelable move you can get a blue roman cancel by immediately canceling the run. Same as air dash canceling a normal and roman canceling that. Might work with jump cancel too, have not tested that.
Also using purple roman cancel this way also eliminates some of the combo momentum so you can get some combos you would not be able to get with fast roman cancel.
There are situations where the fast red roman cancel is still better, like some special to special cancels and mixups during blockstun since the red fast cancel is a lot faster than purple fast cancel.
It reminds me of the original guilty gear where you could cancel your normals into a taunt and then cancel the taunt into a dash into a normal and thats why everyone had an infinite in that game.Im fairly certain it inspired Roman cancels
And it made the original game completely broken. What they’ve done here is clearly fantastically evolved the same system via roman cancels, and managed to include this fun little callback which adds a little layer of depth and skill to the game
@@pepsiman4418justice. Has moves that a good portion of the cast can't deal with ever. If your talking about legal characters, it would be Ky, millia or baldhead(Faust). Think chipp as well but I don't remember the tier list off the top of my head. Worst is potemkin who has a non functional kit filled with moves that just don't work due to the teaching system and framedata. Also cS is one of the worst moves I've ever seen in terms of hitboxes.
@@yugimumoto1Ky is especially fucked up cuz he can combo his IK as long as he wants to, so even if he fails the quarter circle race, his IK range is long enough that he can just go for it again and again and again until he wins
@@HasekuraIsuna That being said I'm not aware of any PRC combos that require a taunt cancel. You can do the one in this video just fine by just delaying the roman cancel by a few frames so you get purple instead of red.
I originally workshopped this tech with Nago by taunt cancelling 2K on block into drift PRC cancel command grab. Turns out it has all kinds of applications. For example, it makes some wall run combos with Chipp possible where they otherwise would not be due to the slowdown. All credit to Puffs and Wheat in the GGST Resource Hub discord for coming up with the original concept.
In the Pot combo here you get about 11% more damage. I do suspect that for characters who have longer juggle combos (e.g. Gio or Sol combos using 2H as a launcher), you'd be able to up that percentage to something more like 20%. If so, that's nothing to sniff at! With further investigation this could be really useful.
Streams now should be fixed to Tues/Thurs/Fri for the forseeable future (cause AEW is back on wednesdays, yes wrestling dictates my streaming schedule wanna fight about it?) and maybe a bonus day or two whenever appropriate! As for vids, more coming naturally! Another combo video before the end of the week, maybe two, and another big tips guide will be coming in the future as well!
@@HawaiiTimePodcast can't watch it anymore, ive watched from birth up until about last year and the show and product is so bad its embarrassing right now. Until there is a major shakeup I will only watch aew now.
You basically have to map taunt in +r because that's how you get to the alternate pallet sets. So of the most fly colors in that game require you be able to toggle pallet sets.
High damage is what makes this game fun. Even if you have a sliver of hp left you still have a good chance of winning just after one good combo and solid block game
I was actually Looking into taunt cancel a few days ago, but I totally forgot you get more Damage from PRC. Time to lab some routes and thanks for the video!.
Thanks for all the guides and tutorials! I'm waiting to finish my current tests and then binge watch these videos later when I'll have more time to practice and play
you can also cancel a red roman cancel by doing your next move as soon as possible to get into the cancel window, which prevents the hit coming out from the red RC and thus saves your damage scaling
Another thing to note is that there is a meter gain penalty to using Roman cancels. Red Roman cancels have one of longest durations to when you can start gaining meter again. I think purple rc has the second lowest and then blue rc has the lowest penalty. Applying the taunt cancel seems like a easy way to extend combos while also having the added benefit of negating the meter gain penalty that red Roman cancels provide while also getting more damage. Thanks for sharing this tech,ima try to incorporate this to my play .
I find it funny that you can purple RC taunts for some potential mind games or cancel normals into a taunt for an instant purple RC if you need it for whatever reason! XD
This is the true Tec that I’ve been looking for, stuff with Taunt. Remember this is why you always have a Taunt Button. This reminds me of 3rd Strike where Taunts gave you a different Buff for each character. Now if you excuse me I need to do Dan Hibiki proud now and do some Taunt Combos and Cancels.
It’s pretty cool that this works! you can also do the same thing by canceling a normal into a special, and then canceling the startup of the special into PRC. The taunt itself doesn’t really matter per se, it’s more that you are canceling into something to get yourself out of hitstop so the system no longer gives you a red Roman. Using a taunt to do it is novel for sure, But the taunt itself unfortunately isn’t what actually matters :( I think if there is any value in this however , it is consistency. It’s a one button way to make sure you never get a red Roman out of a normal when you don’t want it that doesn’t require any directional input so it will make it a lot easier to get prc drift depending on the direction you want to go relative to your special move input (easier to hold 6 press taunt and forward drift than 214K6 forward drift just as an example) and makes it a lot easier to get it as soon as possible without any guesswork on when hitstop is ending. Overall I agree with your final assessment; this is most likely niche tech for optimization, mostly in terms of execution, unless someone finds something more useful to do with it than just making normal>prc more consistent. Either way, interesting stuff. Thanks for the video!
Oh I’ve actually been in contact with the inventor of this tech named Puff since about the 21st of june. They were working on a vid but then the heatwave happened so they couldn’t record. Here’s things they said you didn’t mention: He didn't cover Fast T RC Drift, BM Setups, Tick Throws, and giving the opponent meter. So overall the credit for this tech goes to Puffs, and I’ll update this comment when their vid is finished.
@@mthsdcs according to roofle there is already a red rc cancel that dodges the red rc hit. And this guy is talking about that being common on nago it seems
One important thing to note about taunts in GG is that they actually give your opponent meter when you use them. It was like this in XRD as well. If it’s true you can get better damage on your combos with taunt cancel, it will be interesting to see how that balances out.
I would love to see rooflemonger deal with high level chipp players as potemkin. His buttons come out SO slow in comparison with characters like chipp, plus his mobility to avoid or get out of high pressure situations against much faster characters is sketchy at best. His quarter circle back punch can only go so far to avoid corner lockdown. (which also is MUCH slower than most of the casts movements.)
Not sure if this is as viable, but I would like to mention that Slidehead also only ever gives a PRC, even on hit and block, because it does zero damage. It helps if you want to convert it into damage due to less scaling or go from a midrange one into pressure (quick drift into Garuda) but I don't know if it would have a Taunt Cancel-esque tech behind it.
I think you can actually purple roman cancel anything that is not a direct hit anytime, think kys air dust, inos 214k, can't remember the name, any projectile, chipps alpha blades and gamma blade, things like that. Or more specifically you cannot red roman cancel anything that is not a direct hit or throw.
@@songbirdsandsandwiches8217 some can hit the opponents, some restore a small sliver of red health, other have bigger effects. For example, Big Band gets extra hits on one of his supers, Robo-fortune has a powered up ability, Beowulf gets stacks of Hype, which grant him a few extra moves, Squigly gets access to her raging demon, and Annie counters an attack if she's hit during the taunt.
I just found a tod for this game from a youtuber. It is awesome. I get the game soon. So I get to finally practice. I just wanted to share that there is an actual tod and it was for Chipp. 👍 Now I want to see more. 😱
Okay so maybe(?) there are other characters/situations where this tech is actually useful (I haven't seen any yet, but it's possible I suppose) but the example combo here doesn't require a taunt at all. You just delay the RC by a few frames, until the active frames of 5H are gone, to get a PRC. Same effect, easier input, doesn't give your opponent meter. If anyone knows any links that can be done with a taunt cancel but not a normal PRC, I'd like to see them though!
bro i didn't see it purple because of the filter for having less blue light on my screen , i was so confused this entire time when people speaked about PRC x)
I think this Tech would be the most useful for Corner combos. Idk how the wallbreak works but it seems like you could squeeze out an extra normal in the corner using the purple RC.
really depends on the special, taunts leave you exactly grounded, standing still, versus all sorts of momentum and potentially being left airborne from specials. Also seems you can PRC faster versus accidentally getting red rc with taunts as well
@@rooflemonger Cool. Thanks for all the content! Been watching since the early DBFZ days and your Potemkin guide kept me entertained during a long drive
Could just use the start up of a special move instead. Same way Ram can use Dauro as a dash during combos but cancelling early to get a PRC before the hit.
its really dependent on the character/special but yes it can work that way. However you gotta think bigger picture, someone like nagoriyuki this is now his only way to purple RC without raising his blood gauge!
I remember doing some PRC combos on Gio and comparing them to RRC and Fast RC(FRC?) and it seemed like even though there's no hit on PRC there is some scaling applied. Pretty interesting stuff on what causes scaling and how much.
as someone else stated, taunt gives the opponent bar. I think in many cases it would be better to cancel into a special, then PRC that to not give the opponent bar, nonetheless, good video as always thanks for the knowledge.
Something to note that wasn't said in the video: taunting gives your opponent meter, I don't know how much exactly but it looks like 10% of their bar. So while this does give you slightly more damage when you need it, it will give your opponent extra bar.
Do you specifically need the taunt for this? Wouldn't canceling with a skill and instantly PRC on the start up do the same thing or does this allow it to be PRC'd faster than a skill?
It's probably not as useful for Potemkin, but I imagine the ability to PRC faster will likely open up new combo routes that didn't exist prior to this discovery.
"flipping people off means they take more damage" Well yeah. That's called emotional damage my guy Real talk this is very neat tech that I will never realistically be able to pull off
I like the application of the taunt and all, but What's stopping someone from just cancelling into a special move and just RCing the beginning of it like with the taunt? I guess the taunt is less input heavy, (also doesn't cost blood for nago), but couldn't that work for most moves since they don't start with a hit box?
Ironic you release this I was just looking into taunts and respects. While respects are able to be canceled into sadly , their animations can be canceled into a super or special unlike taunts who have to let the animation play out. Never thought to rc the taunt for combos though
Couldn't you also just cancel your red roman cancel with another attack, before the blast comes out? Or do you need the extra distance of a full purple roman?
Why wouldn't you rather just do any other special and cancel that with PRC? Taunts give opponent meter, so the only reason you'd do that other than any other special is because you don't have the execution to do a special.
And then just like that, suddenly Ky and Faust will be top tier. Turns out they were built to revolve around taunt cancelling from the start but none of us knew it. (This is a joke btw, nobody take me seriously on this. Unless it turns out to be true, in which case I totally called it. I was the genius.)
well yes, I say as much in the video if you watched it. This also adds the time stop effect which you can't get from the fast red RC and is superior to it all around.
Hey Rooflemonger , got any tips on how to do a second mega fist after the first one ? Should I wait until the opponent lands and do the input or what ?
Since this can be done on block for prc do grapplers get free 50/50’s since prc has no hitsun? I can strike throw off taunt prc? (Im a nago main btw) this is really interesting.
*EDIT* So to add since some people not understanding and I guess I didn't spell it out hard enough. Yes you can use fast red RC cancels to avoid damage scaling too, however this applies the time stop effect which makes it superior to fast red RC cancel in all the same situations as in time could can be adding all new combos! Also all new setups as well!
So in the end this is hardly "critical" tech as it for the most part just adds a few points of damage to the end of any given combo you will do it on, but damage is damage! Perhaps this could be the building block to greater things in the future as well who knows. We keep plumbing the depths of the game and while not all bits of tech are gamechangers, its always welcome!
you do not need the taunt > PRC to get more damage. You just need to FRC your roman cancels. (fast roman cancel or roman cancel cancel). BRC and PRC do not cause any hit and thus do not scale. Red roman cancel acts as a hit and causes proration or scaling. However, if you cancel the roman cancel in its initial frames before it hits, you bypass the scaling. This isn't merely a tiny bit more damage. Its quite a bit more especially sol and will be optimal.
What is critical tech however is how the slowdown of your roman cancels STACK with the slowdown on counterhits. So if you see a jump in happening, you can BRC > counterhit 6P for even more slowdown than normal, and do otherwise impossible links. This allows 6P conversions to be substantial with the usage of BRC.
@@lostvayne9146, you might still want the PRC slowdown for a combo.
You can PRC the startup of a special cancel instead of a taunt cancel to achieve the same thing without mapping taunt.
You can also delay a bit, you don't really need the taunt according to my testing, but it makes it easier. You get the purple cancel anytime you roman cancel just as the hit stop ends. This delay also works with special attacks, just wait for the hitstop to end -> purple roman cancel.
You can for example go from jabs to sweep for a hard knockdown with this.
Also mentioned this in another video but if you have a run cancelable move you can get a blue roman cancel by immediately canceling the run. Same as air dash canceling a normal and roman canceling that. Might work with jump cancel too, have not tested that.
Also using purple roman cancel this way also eliminates some of the combo momentum so you can get some combos you would not be able to get with fast roman cancel.
There are situations where the fast red roman cancel is still better, like some special to special cancels and mixups during blockstun since the red fast cancel is a lot faster than purple fast cancel.
It reminds me of the original guilty gear where you could cancel your normals into a taunt and then cancel the taunt into a dash into a normal and thats why everyone had an infinite in that game.Im fairly certain it inspired Roman cancels
And it made the original game completely broken. What they’ve done here is clearly fantastically evolved the same system via roman cancels, and managed to include this fun little callback which adds a little layer of depth and skill to the game
@@Dastankbeets9486 who was the most op character in the og?
@@pepsiman4418justice. Has moves that a good portion of the cast can't deal with ever. If your talking about legal characters, it would be Ky, millia or baldhead(Faust). Think chipp as well but I don't remember the tier list off the top of my head. Worst is potemkin who has a non functional kit filled with moves that just don't work due to the teaching system and framedata. Also cS is one of the worst moves I've ever seen in terms of hitboxes.
@@yugimumoto1Ky is especially fucked up cuz he can combo his IK as long as he wants to, so even if he fails the quarter circle race, his IK range is long enough that he can just go for it again and again and again until he wins
they took away traditional gatlings, to give us taunt gatlings
Ah, so taunt canceling from the very first Guilty Gear returns!
it really is a true GG game
You can also do the chipp taunt that makes him invisible in neutral and rc it for a suprise combo
real smart actually
But not all taunts make Chip invisible.
@@travistouchdown9 ok so don't use em
Wait, so does RC-ing the taunt keep Chipp invisible? That's kinda cool.
@@leithaziz2716 no but it can suprise the opponent
Looks like Potemkin's taunt is just him letting off some steam
Minor note. Taunt builds meter for your opponent. Respect doesn't.
Had literally no idea, cool to know
So should you respect cancel instead of taunt cancel?
@@HasekuraIsuna You can't cancel a normal into a respect. Only into a taunt.
@@brad_soup So there is actually some balancing going on with this Taunt canceling!
@@HasekuraIsuna That being said I'm not aware of any PRC combos that require a taunt cancel. You can do the one in this video just fine by just delaying the roman cancel by a few frames so you get purple instead of red.
I originally workshopped this tech with Nago by taunt cancelling 2K on block into drift PRC cancel command grab. Turns out it has all kinds of applications. For example, it makes some wall run combos with Chipp possible where they otherwise would not be due to the slowdown. All credit to Puffs and Wheat in the GGST Resource Hub discord for coming up with the original concept.
In the Pot combo here you get about 11% more damage. I do suspect that for characters who have longer juggle combos (e.g. Gio or Sol combos using 2H as a launcher), you'd be able to up that percentage to something more like 20%. If so, that's nothing to sniff at! With further investigation this could be really useful.
you know Potemkins 2hs is extremely deadly and definitely a slept on normal because it can lead to a fck ton of damage on the table
@@TSNMLitoFightingGamesPassion I use 2Hs any time i have the window to do it.
That heat knuckle follow up is too satisfying
Streams now should be fixed to Tues/Thurs/Fri for the forseeable future (cause AEW is back on wednesdays, yes wrestling dictates my streaming schedule wanna fight about it?) and maybe a bonus day or two whenever appropriate! As for vids, more coming naturally! Another combo video before the end of the week, maybe two, and another big tips guide will be coming in the future as well!
Much appreciated! Hope you don't burn out 'cause all your content is … 😌👌
Ahyyy who you rooting for? I still wanted the giant slayer match, Cody VS Stu Grayson
@@wikygaming Def don't root for cody anymore, he's basically become triple H 2.0 but other than that Miro and Darby are my boys
Hey roof. What's your opinion on WWE
@@HawaiiTimePodcast can't watch it anymore, ive watched from birth up until about last year and the show and product is so bad its embarrassing right now. Until there is a major shakeup I will only watch aew now.
Me who hasn’t mapped my taunt button: DAMNIT!!!
You basically have to map taunt in +r because that's how you get to the alternate pallet sets. So of the most fly colors in that game require you be able to toggle pallet sets.
That’s exactly what strive needed, even more damage
yes more damage rules, unironically
Health is more of a suggestion, anyway.
High damage is what makes this game fun. Even if you have a sliver of hp left you still have a good chance of winning just after one good combo and solid block game
I was actually Looking into taunt cancel a few days ago, but I totally forgot you get more Damage from PRC. Time to lab some routes and thanks for the video!.
Thanks for all the guides and tutorials! I'm waiting to finish my current tests and then binge watch these videos later when I'll have more time to practice and play
My taunt button was also unbound haha, this is cool
you can also cancel a red roman cancel by doing your next move as soon as possible to get into the cancel window, which prevents the hit coming out from the red RC and thus saves your damage scaling
Thanks for the tip, now I have even more options to consider when trying to build optimal combos.
Another thing to note is that there is a meter gain penalty to using Roman cancels. Red Roman cancels have one of longest durations to when you can start gaining meter again. I think purple rc has the second lowest and then blue rc has the lowest penalty. Applying the taunt cancel seems like a easy way to extend combos while also having the added benefit of negating the meter gain penalty that red Roman cancels provide while also getting more damage. Thanks for sharing this tech,ima try to incorporate this to my play .
Great video. I guess I have to actually map the taunt button now.
Happy to see it. Thanks for this vid roof. And also thanks for the edit extra info too. Glad to see it has utility compared to the FRC.
I find it funny that you can purple RC taunts for some potential mind games or cancel normals into a taunt for an instant purple RC if you need it for whatever reason! XD
Cool now my axl can do like 20 more damage! LET'S FUCKING GOOOOOO
my controller doesn't have enough buttons for all this cool tech
You don't need to taunt, you can PRC any special move and get the same effects, probably even better if it leaves you airborne
@@KingAfrica4 I understand, this tech just looks cool and I wanna try it (i bound my start button to taunt just to play with this)
This is the true Tec that I’ve been looking for, stuff with Taunt. Remember this is why you always have a Taunt Button. This reminds me of 3rd Strike where Taunts gave you a different Buff for each character. Now if you excuse me I need to do Dan Hibiki proud now and do some Taunt Combos and Cancels.
in 3s can also cancel normals into taunt
Thanks so much! I dunno how I would have gotten into dbfz or GG Strive without your help!!
*extremely long sigh* “well back to the lab”
Thanks SIlverZephyr09 !
It’s pretty cool that this works! you can also do the same thing by canceling a normal into a special, and then canceling the startup of the special into PRC.
The taunt itself doesn’t really matter per se, it’s more that you are canceling into something to get yourself out of hitstop so the system no longer gives you a red Roman. Using a taunt to do it is novel for sure, But the taunt itself unfortunately isn’t what actually matters :(
I think if there is any value in this however , it is consistency. It’s a one button way to make sure you never get a red Roman out of a normal when you don’t want it that doesn’t require any directional input so it will make it a lot easier to get prc drift depending on the direction you want to go relative to your special move input (easier to hold 6 press taunt and forward drift than 214K6 forward drift just as an example) and makes it a lot easier to get it as soon as possible without any guesswork on when hitstop is ending.
Overall I agree with your final assessment; this is most likely niche tech for optimization, mostly in terms of execution, unless someone finds something more useful to do with it than just making normal>prc more consistent.
Either way, interesting stuff. Thanks for the video!
"Grrrrr taunts are so busted! They need to nerf taunts!"
kek, wouldn't help bc I've been labbing similar shit but without taunt, I do buttons into hammer fall PRC to reduce combo scaling.
Oh I’ve actually been in contact with the inventor of this tech named Puff since about the 21st of june. They were working on a vid but then the heatwave happened so they couldn’t record. Here’s things they said you didn’t mention: He didn't cover Fast T RC Drift, BM Setups, Tick Throws, and giving the opponent meter. So overall the credit for this tech goes to Puffs, and I’ll update this comment when their vid is finished.
This sounds especially good for Nago players.
You already cancel red Roman cancels with most nago routes, so the taunt cancel seems a bit redundant
@@ArmityleOfTheChaos the tech is precisely about having an alternative to RRC in order to avoid damage scaling.
@@mthsdcs according to roofle there is already a red rc cancel that dodges the red rc hit. And this guy is talking about that being common on nago it seems
@@theblackdeath10 I see. My bad then.
This is truly the great thing about onigiri.
Thats something new i never realized that something can't imagine beforr thanks for the videovtech and the player on the comments about that tech
One important thing to note about taunts in GG is that they actually give your opponent meter when you use them. It was like this in XRD as well. If it’s true you can get better damage on your combos with taunt cancel, it will be interesting to see how that balances out.
In Deadpool's voice: TAUNT BUTTON!!!
I would love to see rooflemonger deal with high level chipp players as potemkin. His buttons come out SO slow in comparison with characters like chipp, plus his mobility to avoid or get out of high pressure situations against much faster characters is sketchy at best. His quarter circle back punch can only go so far to avoid corner lockdown. (which also is MUCH slower than most of the casts movements.)
So can potemkin do a hit that leaves someone standing, taunt, Purple RC AND KARA CANCEL POTEMKIN BUSTER??!!
@UCIBRD8Gph_zCNl8ke6jKLqg well when he does his full screen slide, he can’t purple RC that into PT buster
The only time you can grab someone in hitstun is if they're staggered by something like Garuda Impact
@@The_Meev but during slow time cS into Garuda is true
Not sure if this is as viable, but I would like to mention that Slidehead also only ever gives a PRC, even on hit and block, because it does zero damage. It helps if you want to convert it into damage due to less scaling or go from a midrange one into pressure (quick drift into Garuda) but I don't know if it would have a Taunt Cancel-esque tech behind it.
I think you can actually purple roman cancel anything that is not a direct hit anytime, think kys air dust, inos 214k, can't remember the name, any projectile, chipps alpha blades and gamma blade, things like that.
Or more specifically you cannot red roman cancel anything that is not a direct hit or throw.
THE GREASE CONTINUES TO FLOW
"Normally Taunts, well their just that right? they don't really do anything"
*Skullgirls would like the know your location*
What do taunts do in skullgirls?
@@songbirdsandsandwiches8217 some can hit the opponents, some restore a small sliver of red health, other have bigger effects. For example, Big Band gets extra hits on one of his supers, Robo-fortune has a powered up ability, Beowulf gets stacks of Hype, which grant him a few extra moves, Squigly gets access to her raging demon, and Annie counters an attack if she's hit during the taunt.
We missing link again boys!
Strive characters have been hanging out with Bryan from Tekken I see.
I just found a tod for this game from a youtuber. It is awesome. I get the game soon. So I get to finally practice. I just wanted to share that there is an actual tod and it was for Chipp. 👍 Now I want to see more. 😱
Interesting I was just looking through things you could do with taunts when I saw this video
Okay so maybe(?) there are other characters/situations where this tech is actually useful (I haven't seen any yet, but it's possible I suppose) but the example combo here doesn't require a taunt at all. You just delay the RC by a few frames, until the active frames of 5H are gone, to get a PRC. Same effect, easier input, doesn't give your opponent meter. If anyone knows any links that can be done with a taunt cancel but not a normal PRC, I'd like to see them though!
I use this technique with special moves but I didn't know you could do this with taunts as well, pretty cool!
bro i didn't see it purple because of the filter for having less blue light on my screen , i was so confused this entire time when people speaked about PRC x)
I think this Tech would be the most useful for Corner combos. Idk how the wallbreak works but it seems like you could squeeze out an extra normal in the corner using the purple RC.
Haha, bro, what if I taunted you during a match?
(Roman Cancel)
… unless?
Something to know is that the prc also scales combos slightly. The only way to completely avoid the scaling is to cancel the rc before the slowdown.
This likely also works if you prc the startup of any projectile.
Can you get PRC if you cancel the normal into a different special move instead? Trying to avoid mapping a new button Kappa
really depends on the special, taunts leave you exactly grounded, standing still, versus all sorts of momentum and potentially being left airborne from specials. Also seems you can PRC faster versus accidentally getting red rc with taunts as well
@@rooflemonger Cool. Thanks for all the content! Been watching since the early DBFZ days and your Potemkin guide kept me entertained during a long drive
Could just use the start up of a special move instead. Same way Ram can use Dauro as a dash during combos but cancelling early to get a PRC before the hit.
If you do a disrespect taunt it also gives your opponent a little bit of meter as well
You don't actually need a taunt, you can do your string>special cancel>rc as soon as the move starts you'll get a PRC.
its really dependent on the character/special but yes it can work that way. However you gotta think bigger picture, someone like nagoriyuki this is now his only way to purple RC without raising his blood gauge!
Baiken had something similar with her Izami parry canceling out RC scaling in xrd, it’s cool it’s available in strive as well
I remember doing some PRC combos on Gio and comparing them to RRC and Fast RC(FRC?) and it seemed like even though there's no hit on PRC there is some scaling applied. Pretty interesting stuff on what causes scaling and how much.
as someone else stated, taunt gives the opponent bar. I think in many cases it would be better to cancel into a special, then PRC that to not give the opponent bar, nonetheless, good video as always thanks for the knowledge.
It’s back from Missing Link…
Its like Missing Link!
Something to note that wasn't said in the video: taunting gives your opponent meter, I don't know how much exactly but it looks like 10% of their bar. So while this does give you slightly more damage when you need it, it will give your opponent extra bar.
Should be able to do the respectful taunt instead to avoid giving meter, right?
I'm looking at my controller and I'm like....... Where the fuck do map taunt????
You don't need to taunt, just cancel a special move into PRC
Mapped it on my L3 but that would be basically impossible to use in a combo
You can control Eddie during taunt and cancel taunt underground while still controlling Eddie.
sounds cool, being able to taunt in the middle of combo would add extra entertainment factor the game.
The title of the video sounds like a tv advertisement
Super cool concept!
"Taunt cancels"
We Jojo All Star Battle now
All Star Battle's taunt combos were actually stylish and cool, though.
Also ASB didn't have taunt "cancels" it had legitimate taunt "combos" as in, the taunt connects one move to the next
@@NEET1822 cool cool we get that you played the game. But to put it simply the guy was making a joke
@@markspc1285 K
Oh, cool. Now Pot is able to just one-shot Chipp and Millia instead of having to combo a WHOLE SECOND TIME.
Do you specifically need the taunt for this? Wouldn't canceling with a skill and instantly PRC on the start up do the same thing or does this allow it to be PRC'd faster than a skill?
It's probably not as useful for Potemkin, but I imagine the ability to PRC faster will likely open up new combo routes that didn't exist prior to this discovery.
Efficient taunting? HELL YES!
_[flashbacks from Taokaka's Taunt loop intensifies]_
"flipping people off means they take more damage"
Well yeah. That's called emotional damage my guy
Real talk this is very neat tech that I will never realistically be able to pull off
I like the application of the taunt and all, but What's stopping someone from just cancelling into a special move and just RCing the beginning of it like with the taunt? I guess the taunt is less input heavy, (also doesn't cost blood for nago), but couldn't that work for most moves since they don't start with a hit box?
Taunting by itself doesn't do nothing, either. It gives your opponent a little bit of tension, which you normally wouldn't see in training mode
You sound like Chef John from foodwishes
I get that a lot
Why do better damage when I can just double backdash as Sol and give my opponent a thumbs up for being a cool dude?
Interesting!
"taunts are just taunts"
Hears Bryan's laugh and sees red
But for real this is good tech I wasn't aware of
Capcom: dans taunt cancel unique
Guilty gear strive: hold my beer
Ironic you release this I was just looking into taunts and respects. While respects are able to be canceled into sadly , their animations can be canceled into a super or special unlike taunts who have to let the animation play out. Never thought to rc the taunt for combos though
Couldn't you also just cancel your red roman cancel with another attack, before the blast comes out? Or do you need the extra distance of a full purple roman?
A popo buster+ taunt would be instant death lol
Hmmm...interesting...
_taking notes_
Awesome!
Rememba, you played Guilty Gear in the wrong way if you never use taunt button
Taunting gives the enemy some tension.
dang i literally discovered this yesterday!!
Flashback to the original GG
not sure how I feel about this.. I mean it opens up better combo options but in my opinion a taunt should have no effect on gameplay at all
we are back to square one i guess
Why do this instead of rc cancel?
Why wouldn't you rather just do any other special and cancel that with PRC? Taunts give opponent meter, so the only reason you'd do that other than any other special is because you don't have the execution to do a special.
And then just like that, suddenly Ky and Faust will be top tier. Turns out they were built to revolve around taunt cancelling from the start but none of us knew it. (This is a joke btw, nobody take me seriously on this. Unless it turns out to be true, in which case I totally called it. I was the genius.)
This is dope
I think zato has some invincibility on his tuantt
2:38
You’re welcome.
Pretty sure all this is doing is avoiding the proration from the red RC 'hit' which can already be avoided by fast pressing a button after the red RC.
well yes, I say as much in the video if you watched it. This also adds the time stop effect which you can't get from the fast red RC and is superior to it all around.
Where were you when strive got feint cancels?
anyone know why the first combo example was 7 hits, but subsequent executions of the same combo were 6?
It's because the red roman bubble counts as a hit that does 0 damage and adds scaling.
Is this not the same damage as doing a fast red rc cancel?
Actually yes
damage yes, potential no. This applies the time stop effect whereas fast red RC cancel does not.
@@rooflemonger ah yeah that makes sense. thanks for the reply
Hey Rooflemonger , got any tips on how to do a second mega fist after the first one ? Should I wait until the opponent lands and do the input or what ?
just do it when you land, no trick to it other than that. Some combos you have to kara the 2nd megafist but this wouldnt really be one of them
@@rooflemonger thanks , man. Appreciate it.
Since this can be done on block for prc do grapplers get free 50/50’s since prc has no hitsun? I can strike throw off taunt prc? (Im a nago main btw) this is really interesting.