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Posted

Since BB made it's debut in the consoles, it's high-time we give our almighty cat a FAQ guide. I took them out of the Taokaka Guideline for Dummies in order to make room for more important information.

Please do not, I repeat - do not, post questions like, "WUT IS UNDER TAO'S MASK?! ZOMG I HAS TO KNO!" or what not. They will be obliterated on site.

***

FAQs - [To Be Completed/Edited/Revised/Contributed]

All of us have questions that regards the essence of aesthetic living or meaningful pleasure. But in virtue of the Tao forums, you will have to hold those thoughts for another thread. Here's some questions I found most commonly asked in the Tao Thread and from random people.

1) Is Taokaka's Almost Becoming Two useful? [UPDATED!]

2) Can you combo into her Pounce Drive?

3) Are Taokaka's aerial combos very character-specific? [To Be Completed]

4) Is it hard to play Taokaka?

5) What is Tao's closest gameplay in comparison with Guilty Gear?

6) Should Tao 214a/b/c be used?

7) Why do some of Tao's command attacks wiff and others hit?

8) When I try to do a forward up drive, it just goes into her forward drive. Is there timing or something that I'm missing? - GuardianOMS

9) Does a fully charged 6c, or any charging moves, do bigger damage?

10) What defensive options does Tao have?

11) Is 4d any good?

12) How come I can't hit with j.2d~b? The move always black beats, doesn't hit n' wiffs! HELP PLZ!

***

1) Is Taokaka's Almost Becoming Two useful? Can you use the Shadow for something? [To Be Revised]

I am not in a position to exclusively say that Almost Becoming Two is the be all end all. But I will say this - for the meter you spend on the super, it has it's good and bad points. If you want a thorough understanding of this super, then read it under the following, "Specials Section."

Pros:

- Moves that originally have lots of execution and recovery frames are safer to use.

- Since your doppelganger is 17 frames slower, you can lock your opponent in hit stun for a longer period of time*. - [Open for Criticism/Revision]

- Even though your doppelganger can't hit high/low attacks, the original Tao can. This increases your mix-up and cross-up game while forcing more pressure on your opponent, and thus, land some lucky CH or sneaking in a few pokes.

Cons:

- You're not guaranteed damage, or much damage, for 50% meter.

- All damage is reduced by half when Almost Becoming Two is activated.

- "Keep in mind that [Almost Becoming Two] is subject to proration point (aka hitstun reduction)" (Arlydesu). So there are less frames for your opponent to be unlocked from hitsun.

Hsien_Jo posted a really informative thread about AB2. Be sure to check it out - READ IT - and ask constructive questions after you're done. Almost Becoming Two Training Area

2) Anyone know anything that can combo into her Pounce Drive (214214C)?

If your opponent is mid-screen air borne, and is still locked in hit stun, then you can cancel into a pounce super. For example,

5b -> 6a x 2 -> 214214c

3) So is it just me, or are Taokaka's aerial combos very character-specific? - [To Be Completed]

- Her aerial combos depend on how big/wide your opponent's hit boxes are.

4) Is it hard to play Taokaka?

That's like asking, "Is it hard to play fighting games?" There will be a learning curve if you play Tao or any other character on the BB cast - possibly more so with Tao. Playing Tao on a basic level of play isn't that hard, but to win with her can be a challenge. Even though she has high mobility; even though she has some crazy cross-ups and mix-ups; even though she has high damaging combos, you won't be an effective Taokaka player unless you exploit all of that to it's fullest. Unless you have superb yomi skills, winning with Tao won't be an easy task. So is it hard to play Tao? I'll say this - be persistent and grow through trials. If you do, then everyone will marvel - or detest - your almighty Taokaka.

5) What is Tao's closest gameplay style'd-like character in comparison with Guilty Gear?

I said it once and I'll say it again, "Blazblue is not Guilty Gear." The characters reflected in BB only, at best, look like them. But if you insist, then my personal opinion is a combination of Chipp, Jam, Millia, May and Sol. Chipp for the triple jump, Jam for damage off of anything, Millia for heavy mix ups and cross ups, May cause Tao waves her body around like her, and Sol for his lack of zoning but awesome damage.

6) Tao's 214 A/B/C!

When should it be used? If it should be used, which one? Do any of them have special properties that allow for gimmicks against certain characters?

That school of thought isn't really beneficial in all cases. You need to look at the character you are playing and what your goal is in terms of space control/zoning/pressure/poking. Tao doesn't necessarily gain anything from either of the "direct" projectiles because there's no character in the cast she is trying to keep distance from and fight at full screen (and they are far too clumsy to justify poking with). Only the bowling ball really has any potential, since it is mad slow and covers a decent amount of ground - but there are multiple problems with this as well.

First off, there aren't really any characters in the cast that have to be intimidated by the bowling ball - and if they were, they are unfortunately too fast and have excellent range, so they can pretty much all punish Tao on reaction for throwing the ball. Eating a combo to get out a bowling ball is a terrible trade and is the most likely situation against a good player.

So basically getting the ball out safely is virtually impossible unless you do something like bowl off a knockdown, which doesn't really work and is probably one of the worst options Tao has off a knockdown.

Furthermore, even with the ball out Tao's game doesn't really improve much. While it does force the opponent to be in a particular place youre really not taking advantage of Tao's mobility in the meantime and thus are giving up some of your unpredictability and Counterhit potential for a weak attempt at zoning. Tao has a pretty unique ability to ignore opponent zoning tools so there's really no need to use the ball to "claim" part of the screen since you had pretty free reign to be wherever you wanted anyway.

So yeah, if for some reason your opponent lets you throw out a bowling ball occasionally at full screen without ever punishing, go ahead, but it's not something you really should be working to add to your game =/

7) Why do some of Tao's command attacks wiff and others hit?

The answer is that the range of your attack boxes does not hit your opponent. Tao has, at best, sub-par zoning tools - namely her j.c. Even her Cat Spirit One, Two and Three require you to be moderately close to hit your opponent. This is why you need to be cautious against low crouching characters (Noel, Litchi, Carl, and Tao). Some moves will wiff and not hit your opponent if they're crouching low - like 6a or 5a.

So if you want to hit your opponent, then you - literally - need to be point blank. 5b may be one of Tao's fastest normal, but the hit box of that attack is even shorter - if not the same - as Noel's 2a. This means that you need to be at a position when you can gatling safely. Anytime an opponent perfect guards your 3c, you're likely going to wiff the 3rd hit. Same concept applies with all her weaker attacks.

Point being, you need to be self-conscious about 'where' you can safely gatling your pressure strings while locking your opponent in block stun. It'll take some time, but you'll win with great patience and perseverance.

8)

You actually want to do a DOWN drive.

It'd look like:

4b+c > 236cc > 3d~9 > etc

Since you're on the ground, the 3d will launch you up diagonally.

9) No, fully charging a move doesn't change damage scaling, but it does take longer for your opponent to recover from hit stun. There are moments when a 6c will do more damage, but Mike Z explains that in the following,

If you hit the opponent out of their regular getup animation (remember, it lasts for a LONG TIME), you will do 80% of regular damage: 700*.8 = 560.

The weird part is: If you hit them off the floor, but it wasn't a combo (i.e. the combo counter restarted) it will do 700. If you wait LONGER than that and hit them out of the getup anim, then you get the 560.

10) Short answer - IB. The longer answer - Instant Blocking, Dead Angle and Beserker Barrage. Tao has no defensive options apart from Distortion Drives or Instant Block. The best Tao can do to get out of pressure is either bursting, dead angle or waiting until your opponent messes up.

11) Big risk/POTENTIAL big reward. If, at any moment, you land a CH while your opponent is in the air, then you can punish with a huge beefy 5k+ combo. Here's an easy way on how to do it.

On counter hit

4d~b -> taunt -> 236cc -> 2d~9 -> j.c -> 9d~6 -> j.c -> 9d~6 -> 236bbbb -> 2d (5k)

4d can also be used to bait bursts. You back pounce long enough for the burst to wiff.

12) Sileh answers this question,

Fellow Tao: I will take the time to list out the minute details involved in j.2d~b because I see the question so much.

J.2D~B

For some, it is an impossible barrier separating certain Tao's from doing Taunt combos and Cat Spirit Two combos. For others, it is as natural as a single button stroke. I for one, have felt the pain of trying to do the fabled J.2D~B combos for days on end but failing. I for one have suffered weeks on end of inconsistency with J.2D~B being the culprit. And now, I for one, have no problem pulling it off. Here are some of the things I noticed in the weeks struggle to get this bastard off:

1) If it does not matter whether you hit B to cancel or not: You are hitting the 2D too late.

2) If you missing the opponent with the drive: You are hitting the B cancel too early.

3) Clean input makes this move, and the rest of Tao's arsenal easier to do. For J2D~B combo starters on a stick:

5b (Hit B) ->

6a (Hit 6A) ->

JC (Hit 8 to cancel the second hit and let the joystick return to 5. I'll put ~5 from now on.)

j.2d~b (From 5, Hit 2~5, Hit D in the 5 frames your 2 has been buffered, and hit B to cancel the drive.)

Taunt/5C (Always hit C or Taunt after the j.2d~b to see if you nailed it.

4) The rhythm on the B cancel is something you need to find for yourself. You will not forget it and will be using it constantly. After you think you've gotten the j.2d~b down, try doing exercises like this:

4B+C -> 214D -> j.2d~B

or my favorite:

5b -> 6a -> JC -> j.2d~b -> taunt -> 214d -> j.2d~b -> taunt

Soon, doing a j.2d~b will be thought of as a simple input. Now to start worrying about that next j.2d~b taunt in the combo....

5. Practice! Don't get discouraged because even the pros mess it up in matches; it is really easy to screw up!

~Fin~

Oh yeah also with smaller characters like Noel, if you do not time 6A after a 5b when they are crouching, the 6a will whiff. There is a slight delay between the 5b and 6a which is not there for certain characters. Dashing, if possible can alleviate this gap, but opponents might pick up on the movement and will punish you if they can anticipate it.

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Posted

It seems that Taos a and b cancels from her d are both very useful for mixups, crossovers, etc... Any info on what you would use the c cancel for??? Does'nt seem an extra hop would help much.

Posted

It seems that Taos a and b cancels from her d are both very useful for mixups, crossovers, etc... Any info on what you would use the c cancel for??? Does'nt seem an extra hop would help much.

Be creative.

You can use C cancels to do more crossups, mixups, bait DPs, normals, and - my personal favorite - air throw gimmicks. Even Veteru gets caught off guard.

Posted

Be creative.

You can use C cancels to do more crossups, mixups, bait DPs, normals, and - my personal favorite - air throw gimmicks. Even Veteru gets caught off guard.

C Is a great option for baits on chars that leave them up in the air. I always get Rags with there DP as I D in he DP's I C cancel and end up in his face for an air throw. Wonderful.

I use Tao's 214 D Wall stick thing quite a bit, but I never know what should I fallow up with. If there close I'll dive in and if they react I cancel and throw. I also use it for getting out of pressure since most people expect a jump out or a torpedo. Any one else get anything great off from tearing up the curtains?

Posted

C Is a great option for baits on chars that leave them up in the air. I always get Rags with there DP as I D in he DP's I C cancel and end up in his face for an air throw. Wonderful.

I use Tao's 214 D Wall stick thing quite a bit, but I never know what should I fallow up with. If there close I'll dive in and if they react I cancel and throw. I also use it for getting out of pressure since most people expect a jump out or a torpedo. Any one else get anything great off from tearing up the curtains?

214d has some useful properties against Tager and Rachel. Sticky kitty doesn't get affected when Rachel manipulates the air or when Tager tries to magnetize you. So you can escape some pressure strings and press 6 to leap off to the other side.

Since Sticky Kitty comes out - exceedingly - fast, you can catch your opponent, on the jump, for an air grab. It's an interesting gimmick AND you can try out some fun mixups with it. For example,

Assuming your character is on the other side...

214d -> 6 -> j.c

214d -> 6 -> 66 (air dash) -> j.c (on the cross up)

Assuming your character is in the corner

214d -> 2a -> 5b -> 5c -> 236aaaa

These are a few examples, but there are lots of other variations you can use to catch your opponent off guard. Granted, you can't block during the period you activate sticky kitty, but be witty and creative at how you use it.

Posted

i was messing around in training mode and i learned you can combo into 214214c off of CH 5b 6c (wall hit) 214214c the combo wont work unless they hit the wall. Also off the air throw you can do 236236d, sometimes i go for the jump grab when my opponent is jump happy. I also combo in the Hexa edge. 2a 5b 3c(2 hits) 236236d its easy to pull off and it does good damage. also if your having troubles comboing off your NT just do AD j.a j.c j.c 236bbbb its easy to do and gives you damage if your having a tough time doing the drive loop combos. Also what do you think is the best way to Zone with Tao is? i do j.236bbb as a jump in to catch couching opponents, and im not sure but i think its safe on block. When im running away from an opponent i tend to do j.c because of the range. When it comes to the kitty litter special i use it vs Carl, Tager, Litch, and Rachel, because Carl likes to wait for me and me throwing a bowling ball and a bomb allows me to rush him down and not be afraid of nirvana. i use it versus Tager because hes slow and i have time to throw it. I dont use it a lot versus Litch because that staff will punish me, i only use it when im up on health and my opponent is jump happy. Most Rachel's i play tend to camp me with the frog and those spire things and Rachel is very air oriented so i can punish some of her wind move and jumps, and i try to force her to fight me on the ground. I only use the Kitty litter special when im on the other side of the stage never upclose or midscreen for the fear that ill be punished beyond all understanding lol Those are some of the things i know

Posted

Question in regards to this combo. 4b+c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb Can someone explain what is considered too high for the second set of j.236bbbb's I can't seem to get it to connect for the life of me. This goes for any combo with this in it, don't know the timing at all.

Posted

I approve this thread. :v: By the way FTW, add me on PSN. And wth is IB, Instant Block maybe? What are the mechanical specs on it? I haven't seen this anywhere or heard anybody talk about it.

Posted

I approve this thread. :v:

By the way FTW, add me on PSN. And wth is IB, Instant Block maybe? What are the mechanical specs on it? I haven't seen this anywhere or heard anybody talk about it.

IB = Instant block.

Posted

Question in regards to this combo.

4b+c -> 236cc -> 2d~6 -> j.c -> 8d~6 -> j.c -> 8d~6 -> j.236bb -> j.236bbbb

Can someone explain what is considered too high for the second set of j.236bbbb's I can't seem to get it to connect for the life of me. This goes for any combo with this in it, don't know the timing at all.

I am having trouble with this as well, i can do her drive loops perfectly but for the life of me cant get the timing for j.236bb > j.236bbbb.

Posted

yea j.236 bb 236bbbbb i tried it sometimes no work so i became to not use it. but i put grab at the end after second b -,.-;;;; if the opponent techs out falling similar angle I start with falling J.C since my j.C has long reach. afterwards some long block streams are possible? against non uppercut characters imo. well i would like to know how to do 236bb 236bbbbbb

Posted

I am having trouble with this as well, i can do her drive loops perfectly but for the life of me cant get the timing for j.236bb > j.236bbbb.

delay the first j.236bb, you should start it about half a second after they start falling

Posted

So I have a super scrubby question (I'm new btw [hi >_>]): Trying to get tao's basic drive loop, but I always wiff the second j.c. I'm always too low. Am I getting out the j.c too late or what?

Posted

Which character you are trying the loop on makes a big difference; you are probably trying to combo a lighter character. I got my first loops off on Litchi because she's weighed down by her massive boobies.

Posted

@ Insanity - I had that problem for a while. You just have to practice getting the right rhythm down. I find it's something like: 236CC -> (fast) 2d -> (slight delay) j.c -> (fast) j.9d -> (slight delay) j.c -> (fast) j.9d -> (fast) j.236BBBB And remember that it doesn't work on Carl.

Posted

Anyone have any hints on timing 6A (one-hit) jc. 3D(hit, B), 5B into drive loop? I'm probably not writing it properly, but essentially you hit the player once with 6A, jump-canceling and doing a 3D that hits and goes through (via B), then smacking them with a 5B and going from there. The timing on both when to 3D and when to hit B to go through is touchy as hell and ANY hints would be appreciated, otherwise I'll just stick to hard practicing.

Posted

I got the j.236BB, j.236BBBB. I wasn't just waiting long enough, he should be in the falling animation, and then like an extra tick more and it'll work. The 6A 3D~B is all about feel it should be just high enough so that you aren't wiffing the 3D(w/o the ~B) if you did it by itself. I think you can react to the 3D hitting and hit B... least that's what it feels like to me... if you anticipate it you'll probably miss.

Posted

A few questions like these would help beginners: 1) How do I pressure with Tao?! 2) In what ways can Tao escape a corner / pressure loop? I keep getting stuck!

Posted

I haven't tried it wet but i think ending the pressure string with 5d gives you alot of options: -gatling>5d>AirDash(or back air dash to escape)>j.b(you can either cross-up or not)(kinda slow so you might get counter by good players) -gatling>5d~6>back AD>j.b(cross-up or not) -gatling>5d~b>more perssure(will pass through enemy in middle screen) -gatling>JC>2d~b>more pressure I didn't try these out yet so some might not work(on players). Always remember that you have 2 air dashes so use them. As for my question: When doing any taunt combo, should I cancle it on the first hit or after the second?

Posted

A few questions like these would help beginners:

1) How do I pressure with Tao?!

2) In what ways can Tao escape a corner / pressure loop? I keep getting stuck!

1)The way i do pressure is end a string with 236aaa d~6. I will also do 2aa -> 6b j.236bbb to keep pressure. I also end strings with 6c to bait a jump and punish with j.c, but be careful of the range you do 6c from if your to close they will punish you.

2)The best way is to barrier guard to push them away from you

I hope this helps somewhat

Posted

This thread is really helping me, great stuff guys. I also have a question: I've been playing Tao so far with decent success, but I seem to end every round with 100% heat. That can't be a healthy habit... What are some effective ways I can use RC to keep pressure and land combos with her? (or him? or it? Whatever, just help me -_- )

Posted

@kyogaa ive seen videos of taos RC 5d the second it hits and then doing 3c. so itd be 5d~RC> 3c > combo, you should also be doing 3c > hexa-edge. its very easy and effective, i like throwing out a random tuna if i can bait an attack from them.

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