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Posted

Hey guys, this will be our thread for specific tactics against various characters. I will be continually updated this initial post.

Taokaka vs Taokaka

50-50

Taokaka vs Ragna

40-60

Taokaka vs Jin

35-65

Taokaka vs Noel Vermillion

50-50

Taokaka vs Rachel Alucard

30-70

Taokaka vs Iron Tager

70-30

Taokaka vs Litchi Faye-Ling

55-45

Taokaka vs Arakune

25-75

Taokaka vs Bang Shishigami

65-35

Taokaka vs Carl Clover

50-50

Taokaka vs Haku-men

50-50

Taokaka vs V-13(Nu)

45-55

Posted

I feel we are probably even with v-13 because we can get in so quickly so we only need a small gap in the sword onslaught and that the hakumen fight is more of a 60-40 in our favor. Even though he decimates us in 2 combos we are the most difficult character to hit outside of the zoning characters (Ara, Rachel, V-13) Also im positive even though arakune isnt a good match it's definatly not 20-80. Anyhow this is just my experience with friends and such so i may be wrong.

Posted

I know you are trying to be helpful, but I don't agree with basically all of them. The ones you rated poorly are usually not that bad and she may actually have the advantage in quite a few. And the good ones aren't that one-sided. For example, I don't believe Tao has any 2-8/3-7 matchups, neither in her favor nor against her.

Posted

you can take some information from the Japanese matchup chart here

so according to that, the OP isn't WAY off, but they aren't perfect.

I'll agree that Tao vs Arakune is a crappy matchup though. He's the only character that shuts down her mobility almost entirely, especially if he curses her.

Posted

Where exactly are you getting the percents from?

Im getting these percents from the number of matches i watched with Tao vs those characters, and the Pros and cons of each character, and also my exp in these match-ups thats why they may seem some what odd thats why i said its still up for debate until we can come to agreement on match-ups

God, why can't we get a official match list?

If you can find one we will have one, but until then we have to work with what we have.

Posted

I can only chip in so much. Tager match is interesting I think. They both excel upclose, him doing more dmg, but Tao is faster. She also has weird projectiles which really aren't good (as I've tried so far). He has that rush that nullifies projectiles. Tager board said Tao's 2A goes under Tag's 5A and 2A. Good for us. If he magnetizes Tao, she is in serious trouble. Although there are easy throw breaks breaks, if you mistime and he gets that 360 throw or POT-equivalent buster = heavy damage. Try to be unpredictable. If he can't block it, he is screwed. Do not use Double Hex. Use 236236D if he effs up. V-13. Get in her face. Her zoning is good, but not perfect like Ara's. She has poor upclose options. They knock you away for the msot part, but with tao's speed, I haven't had a problem... yet. 236236D is good. Ara. It's a pretty dominant match for him. He has a random factor, and the curse. I have yet to find a good counter. Got screwed over by a good amount of good Ara's the other day. Jin. Annoying as hell, but doable. His freeze setups are extremely dangerous IMO and he's good all-around. Your speed beats him out, but he seems to have a large variety of options for many situations. Don't know much else. Litchi. As I have only fought one, if she tosses the staff away and misses/whiffs/doesn't follow up properly, take advantage of it. She has some Ki attacks, sure, but they take time to charge up. If you get her in the corner, awesome. 236AxN in the corner worked freaking awesomely for me in that one match.

Posted

Great Idea, I for one look to matchup threads for some outside observation on somethings I may not be doing so I can change to help in some harder matchups. But maybe its just too early to put up ratios for matches yet Lets wait for SBO :D. Instead we should focus more on what has been working in matches we have had as well as whats punishable by what. Because linking some of taos CH's is crucial to her game, and being punished by doing D~B all day is no fun. :D Jin, most Jins Ive played have been relying on CHing her D's. It can be easily reacted too, Its better to keep close and rely on faster start up moves such as throws and 5B. Of course you want to keep them guessing so I always go for 2x (j.D~9 j.C) loops jump after and just wait till they tec for a throw. Use her extra jumps and IADs for mobility above his vertical slashing anti airs. the match is deffenetly harder for Jin since its majorly a guessing game of how you are going to come in, and once you get in it only gets worse. Also very useful her cat crawl 3 or 1 goes under most of his D stuff. Ice blades, Ice surf, etc.. so if in corner just wait out the ride and punish accordingly right after or get some CH 2A's, 2B's or a 3C for loops.

Posted

If people are starting to react to your D, I imagine that's where cancels come in. Not that I can do that myself yet. I wonder if B-cancel gives you invulnerability in addition to passing through the enemy?

Posted

If people are starting to react to your D, I imagine that's where cancels come in. Not that I can do that myself yet.

I wonder if B-cancel gives you invulnerability in addition to passing through the enemy?

Nope D~b does not give you invulnerability, i get hit out of it when people think they can punish me or mash out of something.

I mean the best way i think yo use D~b is after 236a it works wonders for me, and remember even if you hit them with the drive you can still use the cancel to go though them so that adds an extra mix-up.

Posted

Thanks for taking the initiative. I've been busy up to my arse trying to meet deadlines and haven't been able to get around to sprucing up the forums a bit. Good to see the community taking action.

Posted

Yeah thats what I ment about reaction not the Jin. Us, but sadly the cancels even have vulnerable frames instead of immediately making you active :[ So plan ahead on what you're going to do. yeah I think D~b after combos or after a few poke attemps really screws with peoples heads, they dont know how to react to switching sides so fast and you could always throw or another combo starter off something fast so it keeps them guessing. Shes like super pressure catbitch.

Posted

Jin is just a pain to beat. I played my friend who used jin for the first time and just destroyed me. That ice is really hard to get around.

Posted

Im getting these percents from the number of matches i watched with Tao vs those characters, and the Pros and cons of each character, and also my exp in these match-ups thats why they may seem some what odd thats why i said its still up for debate until we can come to agreement on match-ups

If you can find one we will have one, but until then we have to work with what we have.

Tsujikawa (famous slayer-player) , probably the best Taokaka in the west of japan (maybe in all of japan) says this about matchups:

Ragna, 5 : 5

Jin, 6 : 4

Noel, 5,5 : 4,5

Tager, 6.5 : 4.5

Rachel, 5 : 5

Arakune, 4.5 : 5.5

Litchee, 6 : 4

Carl, 5.5 : 4.5

Bang, 5.5 : 4.5

Hakumen, 5.5 : 4.5

ν (nu), 6.0 : 4.0

He also explains why, but I dont play this game so whatever.

http://www.dustloop.com/forums/showpost.php?p=343849&postcount=151

Posted

IB the ice. It's more useful than you can imagine. For example, IB the ice cart gives 5 frames recovery on block. So after you IB, then pummel your opponent with your fastest standing normal (5b or 2a). Also, that matchup list is old. That was before Dio found the clap loop.

Posted

IB the ice. It's more useful than you can imagine. For example, IB the ice cart gives 5 frames recovery on block. So after you IB, then pummel your opponent with your fastest standing normal (5b or 2a).

Also, that matchup list is old. That was before Dio found the clap loop.

yeah true, but I just don't think tao vs arakune, Rachel can be THAT BAD. I mean what has changed for them? :gonk:

That current match up chart is dumb too. Do u feel it's really THAT BAD? Sigh*

Posted

yeah true, but I just don't think tao vs arakune, Rachel can be THAT BAD. I mean what has changed for them? :gonk:

That current match up chart is dumb too. Do u feel it's really THAT BAD? Sigh*

Arakune/Rachel vs. Tao is 3/7 in their favor for MANY reasons. I wouldn't say it's Sean vs. Chun-li bad, but it's a huge uphill climb for Tao.

The first biggest downfall is Tao's guard libra rating. Arakune and Rachel has pressure strings that can destroy Tao's guard in one fell swoop. If you don't have meter, and stuck inside a pressure string, consider yourself screwed up the arse. I got guard broken three times in one round against Arakune. Not fun. :(

The second downfall is that Rachel and Arakune have an answer to everything you throw out - whether it be a 2a or risky 6c's. Rachel and Arakune has her 6a to beast out every normal you have in the air. While they have an answer to kill your air game, they also have numerous ways to shut out your mobility.

Third biggest weakness is Tao's lack of reversals. She has no way of escaping pressure strings except through her dead angle and hexa edge...and they require 50% meter. Your best way to escape is IB all the Level 3 attacks and jump away - or punish all the risky moves.

If you play with other advanced players, you'll begin to find out that almost every match is a uphill climb. I don't agree with the list 100%, but it's heading in the right track.

Posted

Arakune/Rachel vs. Tao is 3/7 in their favor for MANY reasons. I wouldn't say it's Sean vs. Chun-li bad, but it's a huge uphill climb for Tao.

The first biggest downfall is Tao's guard libra rating. Arakune and Rachel has pressure strings that can destroy Tao's guard in one fell swoop. If you don't have meter, and stuck inside a pressure string, consider yourself screwed up the arse. I got guard broken three times in one round against Arakune. Not fun. :(

The second downfall is that Rachel and Arakune have an answer to everything you throw out - whether it be a 2a or risky 6c's. Rachel and Arakune has her 6a to beast out every normal you have in the air. While they have an answer to kill your air game, they also have numerous ways to shut out your mobility.

Third biggest weakness is Tao's lack of reversals. She has no way of escaping pressure strings except through her dead angle and hexa edge...and they require 50% meter. Your best way to escape is IB all the Level 3 attacks and jump away - or punish all the risky moves.

If you play with other advanced players, you'll begin to find out that almost every match is a uphill climb. I don't agree with the list 100%, but it's heading in the right track.

Damn, I see what you mean. I guess I was blinded.:gonk:

Thx for the explanation.

Posted

I wonder if B-cancel gives you invulnerability in addition to passing through the enemy?

I WISH it would, it would be godly then. But it doesn't.

Here's an easy .jpeg of the tier list the guy posted above~

Posted Image

I haven't played the game long enough to throw in some of my input, so don't sue me for opinionated matchups -__-

Posted

Omg screw Jin -________-"

Jin is so hard to play against.

A beginner Jin will typically use his ice ride attack more than he needs to, which you can easily duck under and 3C after for a free combo.

I personally think Taokaka has several advantages against him. Just don't spam straight drive attacks for the obvious reason of getting nailed by one of his swords. Just play High-Low against Jin.

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Edit:

Does anyone have some tips against v-13?

Posted

Everyone that mashes out something on block really screws me up, I like to either throw or overhead blockers :( I can't always get close enough to finish with a 3c, if I'm really far I usually have the 236a. Either way, its really hard to keep pressure. And I need tips for "rawrgna", his stuff seems extremely safe and his kick and c moves have a lot of range which usually out prioritize everything I throw at him leading to stun and a huge combo. Edit: Oh and can 6a be used as anti air and start up a drive combo?

Posted

Everyone that mashes out something on block really screws me up, I like to either throw or overhead blockers :(

I can't always get close enough to finish with a 3c, if I'm really far I usually have the 236a. Either way, its really hard to keep pressure.

And I need tips for "rawrgna", his stuff seems extremely safe and his kick and c moves have a lot of range which usually out prioritize everything I throw at him leading to stun and a huge combo.

Edit: Oh and can 6a be used as anti air and start up a drive combo?

You don't want to stay close to him for very long unless you REALLY know what he's going to do. In my victories against good Rawrgna players I would typically take the air, and punish him from there. Usually going to the middle ground will mean a straight victory for him, because like you said, his priorities pretty much destroy taokaka. So, j.c, 3c-->(combo).

Posted

I don't see how air attacks work against Rawrgna? His dp is really good and I don't know what Tao poke that work against it. Guess I am to high in the air or not as fast as them.

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