Scilin Posted July 8, 2009 Posted July 8, 2009 Allright so I'm still a total noob and definately lacking on my Litchie game but that aside I'm having severe difficulty against tao, what is the best way to counter tao's drive spam or punish it when I block Nothing seems fast enough as she can just chain it, on few times when I can get in I can punish really well but most of the time I cannot seem to make that opening.
LayZ Posted July 8, 2009 Posted July 8, 2009 If she's far away I poke her with 6B[m] and 2B[m] or 5D[m], D so the staff flies in the air to prevent her air dashes. Up close I block and wait for a opening to jab the hell out of her. I try to 5A[m], 5A[m], 5B[m], 5C[m], 63214D[m]-(A, B, or C) as much as possible to free up some space. Thats my basic strategy when I fight her.
El Suave Posted July 8, 2009 Posted July 8, 2009 Keep applying the pressure, Tao has the advantage in the air. Keep her on the ground
individuals Posted July 9, 2009 Posted July 9, 2009 j.C[m] yes. yes. yes. yes. yes. learn the 6B[m] / j.C CH combos, it will definately help you against tao, as it will with anyone else.
Kicks La Flare Posted July 10, 2009 Posted July 10, 2009 What would you suggest to fight Tao off her pounces? Only thing I can possible thing of is C / 2C / 3C or tk/srk D, and 4B[m] and without [m] any others?
Scilin Posted July 11, 2009 Author Posted July 11, 2009 yeah when I can get the poke in I've found 6b to jump combo or gaishi to ground combo works really well, It's still those punces that I'm having issues with as aside from hand to hand mode I just don't seem fast enough will play around more with neutral b timing more seems my timing is off (which is very very possible) or that the punce has priority, but thanks much for all the advice
Shining Aquas Posted July 11, 2009 Posted July 11, 2009 Is it even remotely possible to outmaneuver a good Tao player with clever and fast amounts of airdashing (both forward and back), while throwing j.C's and occasional j.B's? Or are you better just being absurdly patient?
Cornix Posted July 11, 2009 Posted July 11, 2009 Depends.. if you absolutely impeccable timing and reactions and can tell the direction tao is driving in and whatnot you can sometimes edge her hitbox and land a j.B if she's coming down and you managed to jump just over her trajectory, but that won't work for too long, and if you mess up you're probably eating somewhere near 40% of your life.
skunkfart Posted July 18, 2009 Posted July 18, 2009 I'm trying to beat arcade on Hell difficulty and every time I fight Taokaka I damn near have an aneurysm out of frustration and sheer confusion. I have literally no idea what is going on when I fight this damn cat. A flurry of nonsensical jumps, flips, cross-ups, hits, throws, etc and I don't even know where to begin in terms of punishing it.
individuals Posted August 13, 2009 Posted August 13, 2009 i realize how rare it is for me to play a good tao. its quite hard.
Cornix Posted August 13, 2009 Posted August 13, 2009 I find myself reverting back to spamming j.B or j.C depending, which oddly helps me about as much if not more than it hurts...
Chun Posted August 13, 2009 Posted August 13, 2009 Experience: TaoFTW Using Stance A most of the time stuffs a lot of Tao's aerial tactics from ground; even an IB just puts you at even, little punishment during cat-flying as well. Otherwise knock her out of the sky with Tsubame or on some occassions a 2C[M]; distancing yourself with j.C against Tao is effective as well as the wallbounce can lead into stance combos. I find j.B lacking as a whole against Tao; it's better far Air-to-Air than a close one, and even then you should probably use j.A hits into a rekka as Tao is usually in the blind area for most attacks. Ground is simply blocking quite a lot; Litchi has a 110% guard rating, higher than most characters. ~Chun
Guardian Posted September 5, 2009 Posted September 5, 2009 Anti-airing this bitch is nearly impossible with her 3x jump and double airdash. Any time you attempt to do so she can just jump over you again w/ j.C and combo you for 35-40%. It beats Tsubame, itsuu guard points, and 2C[m]. Unless you're sure she's used all her aerial options (which she probably hasn't), then the above moves will work. I'm finding 5D~D and j.6D~land D to be moderately effective. Keeping her out and out of the air is everything but impossible. Now if you manage to lock her down, she fucking dies. Guard breaking her w/ the Daisharin super is relatively easy. Does anyone know of anyway to punish her Dead Angle/counter assault?
Ryd' Posted September 5, 2009 Posted September 5, 2009 Does anyone know of anyway to punish her Dead Angle/counter assault? Not sure how much this counts, but the one time I managed something along those lines, the Tao in question used it during the first few hits of 13 Orphans towards the end of a match. I anticipated it and was curious to see if I could air throw her out of it. I didn't/couldn't; ended up eating the hit, but Tao dropped back down and ate the rest of the super.
STenSatsu Posted September 5, 2009 Posted September 5, 2009 Jumping around with B and C works fairly well. Looks scrubby as fuck though lol.
SIne Posted September 5, 2009 Posted September 5, 2009 yah it works especially j.B... it catches a lot of tao's mid air when they are flying around and from there you can either Hit confirm into ground b c 3c [d] iad jc etc...or J.b j.c dj.c dj c and dareshin(sp?) if you have meter and depending on if they are on the ground or in the air... just make sure you dont get counter hit by Tao's air c...
Chun Posted September 25, 2009 Posted September 25, 2009 Unless you're sure she's used all her aerial options (which she probably hasn't), then the above moves will work. I'm finding 5D~D and j.6D~land D to be moderately effective. Keeping her out and out of the air is everything but impossible. If that was addressed to my moves, the Tao you play doesn't rush you down enough, and you need to try harder in knockdown timing; if you can place Mantenbou and fling it without getting flown into/rushed into, that Tao is wasting too much time. j.B hits lower than the kitty's flying drive and jumps, and leaves you easily hit by aerial fodder. Usually unless you knock her out of the sky first with counter hit, j.B is too easily guarded. But you don't have to take my word for it. ~Chun
Dakanya Posted September 27, 2009 Posted September 27, 2009 If that was addressed to my moves, the Tao you play doesn't rush you down enough, and you need to try harder in knockdown timing; if you can place Mantenbou and fling it without getting flown into/rushed into, that Tao is wasting too much time. j.B hits lower than the kitty's flying drive and jumps, and leaves you easily hit by aerial fodder. Usually unless you knock her out of the sky first with counter hit, j.B is too easily guarded. But you don't have to take my word for it. ~Chun so by "doesn't rushdown hard enough" did you mean "rushdown like a scrub who wastes all their aerial options just waiting to get hit by antiair" ? if time allows, tao can waste all the time she wants.
Lord Knight Posted September 27, 2009 Posted September 27, 2009 Anti-Tao measures - IAD back j.C >>>>>>>>>>>>>>>> dive, no contest as long as you space well. Jump away j.B is good too. 5D (place) 2D (launch) for anti-air. It's 9 frames, extremely fast and untechable in the air on CH. Tao j.C beats you pretty solidly if you use j.C or j.B, but this works, and so does j.A. IB first hit of 3C > tsubame. The only way they can stop that is if they do a Drive cancel right after the first hit. IB claw > tsubame. Safer route is IB claw > 5B/5A. This match is kind of annoying but it's possible, you just have to realize that you have to handle the neutral game differently since Tao works so differently than everyone else.
Chun Posted September 28, 2009 Posted September 28, 2009 so by "doesn't rushdown hard enough" did you mean "rushdown like a scrub who wastes all their aerial options just waiting to get hit by antiair" ? if time allows, tao can waste all the time she wants. Sure, but given the right timing window anticipating the flying pattern, it's intuitive to knock her out of the sky. The Tao mixup is predominately ground-based, and besides the flying pattern air-ground options(Which can be stuffed with the right meaties/block timings) it's easily fight able; just takes the right window of patience (Albeit a bit annoying). And you know I'm not talking about mashy scrubs. ~Chun
buzzsaw Posted September 28, 2009 Posted September 28, 2009 Sure, but given the right timing window anticipating the flying pattern, it's intuitive to knock her out of the sky. The Tao mixup is predominately ground-based, and besides the flying pattern air-ground options(Which can be stuffed with the right meaties/block timings) it's easily fight able; just takes the right window of patience (Albeit a bit annoying). And you know I'm not talking about mashy scrubs. ~Chun What the fuck are you even talking about?
Chun Posted September 28, 2009 Posted September 28, 2009 What the fuck are you even talking about? To put it simply: Throw well-placed meaties before flight reach = good. Be patient on ground strings. No need to fear any of her air stuff, if you know her position you have a good shot of knocking her out of the sky. ~Chun
buzzsaw Posted September 28, 2009 Posted September 28, 2009 I don't even think you know what a Meaty is.
Chun Posted September 28, 2009 Posted September 28, 2009 I don't even think you know what a Meaty is. Is there something you need?
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