TaoFTW Posted July 10, 2009 Posted July 10, 2009 For those who wish to find good strategies against the inhumane-self-righteous-adolescent-blob, then this is the thread! It'll be updated as the year goes by. As Tao would say, "I'll chop you up, dip you in wasabi sauce, and then eat you. Wait, you look nasty. I'll just throw you away in the trash."
drunkenchicken Posted July 11, 2009 Posted July 11, 2009 ISnt it squiggly? Against arakne tao can play her patented rushdown game. WHat alot of arakunes like to do is jump out of pressure, especially in the corner because that leads to a free curse set up if there able to telport. You can counter this by leaving little gaps in your pressure to aloow then to jump and then either run 6a or try to get a 2d counter hit for major damage. You can also try to air grab arakune as he jumps out of your pressure. Another technique is to bait the teleport an run to the spot before they are able to get a cloud out. This is risky because if you mistime anything you will probably get cursed. When arakune has the cloud out then tao has a problem although its not as much of a problem as other characters. Tao's drive if used correctly is an effective runaway tool. Its useful for getting out of cloud setups but try not to be to predictable with it. When tao is cursed, against a good arakune there is nothing you can do that ive seen so far. Just block and hope that u dont get recursed. Tao cant jump because she can be caught in a air trap that causes her to use all of her barrier to defend against air unblockables (unless your godlike at ib) Her drives also put her airborn but are your best bet for the most part. Other than that shes screwed so devote alot of your time learning how to avoid curse.
TaoFTW Posted July 12, 2009 Author Posted July 12, 2009 If you want to be even more effective against Arakune, you must learn how to IB and apply them accordingly. If you memorize the bug's trajectory - and IB them - then it'll help you with your mobility and air game. Not only does air IB gets you a 10 frame recovery, you can use your other jumps/drives as well. This is oh-so important when you're trying to close the gap against the stupid squishy while you're cursed. There will be times when I will take a gamble and - willingly - get cursed. For example, if squishy has his cloud around him, I jump in - IB -, and try to hit him with a quick mixup before the bugs hits me. Also, if you know where the bugs are going to land, then you'll also find safe zones. I jump three times in the air and do a sticky kitty to avoid all the bugs. Two places you do NOT want to be in is the corner or anywhere there's a drill bug. You will be locked in block stun - and guard broken - while trying to guess Arakune's mixups. It's not an impossible match, but everything is an upscale battle for Tao.
CrispyTacoz Posted July 12, 2009 Posted July 12, 2009 Arakune is my secondary, so I think it's safe to explain more about his cursing, run away, corner game. This match-up is more on evasive moves and aerials. Cornering Arakune is also a good way to get Arakune in his tracks, because Arakune's health is more viable to damage than other characters. e.g: Rebel 1, ACTION! (Arakune facing left) Arakune either j.->236d->6d, or any other of his curse moves. Since Arakune is a great run-away character, Taokaka can easily avoid being cursed and using her aerials against Arakune. Such as j.6D which brings her closer to Arakune and into a corner. If you are trying to get some damage onto Arakune while he is at the corner, try using 2a,a,a->6a~236a,a,a,a,a,a->6d. I use it a lot against Arakune.
XDest Posted July 15, 2009 Posted July 15, 2009 Goddamn, I get defeated by pretty much any Arakune right now, I'm going to try to apply some of this. Because I am really lost against him.
MacArthur Blunts Posted July 15, 2009 Posted July 15, 2009 j.6A/B/C - You need to deal with this using a jump back j.C or a j.D. It leads to drive loop x6 8D~6 x2 236BBB 236BBB for 4645 damage. Do not do j.2D~B for taunt combo. Use j.D~B. works midscreen. Yes or No? Is he in the air? No - Hit him Yes - Hit him Are you cursed? No - Get him Yes - Run Did you hit him? No - Hit him Yes - Combo to knockdown. Rtsd, repeat. Is there a sticky cloud on him? No - Hit him Yes - Watch for teleport then get away. Is there a homing cloud? No - Hit him. Yes - SJ towards him. Get away Is there a cloud over you? No - Hit him. Yes - Hit him. Easy.
.otter. Posted July 17, 2009 Posted July 17, 2009 if squishy has his cloud around him, I jump in - IB -, and try to hit him with a quick mixup before the bugs hits me. Great advice. I just played a session with an Arakune that likes to cloud himself and sit there until I finally break down and just accept the curse. I was trying to break in with 6d or 6c with no success. Also, thumbs down to his ability to backdash out of the corner like Pac Man.
AsterLudkweiz Posted August 7, 2009 Posted August 7, 2009 I know this may be a stupid question but how do you get past the ring curse cloud? It curses on hit and when I try to hit low it somehow hits me. It's the only cloud giving me problems right now. I just drive over the homing and short hop under the overhead.
XDest Posted September 2, 2009 Posted September 2, 2009 http://www.youtube.com/watch?v=in6RZzdGki8 A realistic portrayal of Tao vs Arakune. In all seriousness, is there anyone who has a good time playing this matchup? Right now I'm just getting lucky off of whiffs punished by my 6C, and jumping attacks punished by my 2D. But that's about all for the damage I get, unless the Arakune has really shitty defense. He literally shuts off her movement options a good bit with projectiles and clouds. And once you're cursed you really don't have anything invincible either. You don't have a good anti-air for the dive. Those seem to be my main problems in the matchup. Anyone got any good ideas?
unkyrona Posted September 2, 2009 Posted September 2, 2009 I've never won against a solid Arakune player, at least to my knowledge. I have won against them, but only cause they're "get away" game was weak. If you can just stay on top of him you kind of stand a chance. TBH I'd rather fight Nu than Squiggly.
Ronove Posted September 4, 2009 Posted September 4, 2009 http://www.youtube.com/watch?v=in6RZzdGki8 A realistic portrayal of Tao vs Arakune. In all seriousness, is there anyone who has a good time playing this matchup? Right now I'm just getting lucky off of whiffs punished by my 6C, and jumping attacks punished by my 2D. But that's about all for the damage I get, unless the Arakune has really shitty defense. He literally shuts off her movement options a good bit with projectiles and clouds. And once you're cursed you really don't have anything invincible either. You don't have a good anti-air for the dive. Those seem to be my main problems in the matchup. Anyone got any good ideas? I suggest taking a look at one of the vids I recently posted featuring Keita vs Hima: http://www.youtube.com/watch?v=om-7KbDjMh8 Things that are worthy to be noticed about that vid: - When Keita wins his round, it's because he managed to either corner Hima, or to keep him on the ground with his pressure. On oki he uses jump-in j.B as overhead option rather than being risky with 6b. - When Keita loses a round is usually because Hima manages to avoid pressure and play Arakune's airgame with his dive stuff, j.6a/b/c stuff etc. - Keita tries to capitalize on every drive move he lands on Hima from the distance. At 03:58 notice how Keita RCs the drive straight to 3C->combo in order to stick on Hima and avoid a counter from him. At 05:21, start of the round: Keita goes straight for a 2D because he knows Hima (and Arakunes in general) will immediately jump to set their zoning/spacing game. Keita immediately capitalizes on that with a nice air-combo that pretty much goes like 2d->(j.5d~6->j.C)x4->j.5d~a->8d~6->8d~6->j.C(or 5d~6, it's not visible)->236bb->236bbbb High damaging combo that Keita seems to be often using during that match when catching Arakune in their air with a 2D.
XDest Posted September 4, 2009 Posted September 4, 2009 On oki he uses jump-in j.B as overhead option rather than being risky with 6b. I found this interesting as well. It seems very logical vs somebody trying to jump out of the ground game, since it has a lot of vertical range. And yeah, the best combos I usually do is when I get a CH 2D vs Arakunes. I do around the same thing, but I do j.A j.C 9D~9 9D~9 (invisible throw or 236BB 236BBBB) instead. Seems to be more consistent. I'd keep anything involving drive cancel A's to the corner.
slowatch Posted October 3, 2009 Posted October 3, 2009 I've been playing vs an arakune alot lately and i think that the only way to win is get ALL the damage you can and not just go for the air combos...i think in this match it is very important to use 236a>5d~b/a ect. as often as possible and 236a is also quite good for controlling ara's jumping when your not really in range to apply normail j.b/5b/6b/2a pressure. she can win this match, but often you will find yourself jumping around with arakune, not really doing anything while he just runs away if you dont ground him early, i often think in this match up getting knock downs is almost as important as getting off air combos. and yes, i do think that her 214a/b/c are in fact usefull if seldom used in this match in-particular. the baseball can be a life saver if it missed when thrown, the pillow is also great if blocked and the bowling ball can actually make arakune stay in the air longer than he would like and all three can lead to some kina (IMO) whacky combo set-ups...but as i said, if seldom used.
Skye Posted October 13, 2009 Posted October 13, 2009 I personally think that this match is in Tao's advantage, Tao beat's Arakune on the ground and in the air and she's overall faster. Arakune has to do his moves far in advance to beat Tao. Her crouching walk gets by all his mixups save for J.D which is blockable on reaction. She can easily get out of his pressure strings pre-curse, but that doesn't apply vise-versa, when you are cursed, time your drive right and aim it in the right direction, and you're done, Arakune's best bet here is waiting for Tao to mess up. Then getting his chance. Other than that, carry on.
TaoFTW Posted October 13, 2009 Author Posted October 13, 2009 I personally think that this match is in Tao's advantage, Tao beat's Arakune on the ground and in the air and she's overall faster. Arakune has to do his moves far in advance to beat Tao. Her crouching walk gets by all his mixups save for J.D which is blockable on reaction. She can easily get out of his pressure strings pre-curse, but that doesn't apply vise-versa, when you are cursed, time your drive right and aim it in the right direction, and you're done, Arakune's best bet here is waiting for Tao to mess up. Then getting his chance. Other than that, carry on. I find the match 3/7 in Arakune's favor. But, according to the Japanese, it's 2.5/7.5 favor for many reasons: Reason #1 - Guard libra. Arakune just needs one full pressure string to guard break Tao. Curse -> guard break -> recurse -> guard break -> rinse and repeat. Reason #2 - Arakune is strongest in air-to-ground and air-to-air while his ground mix-ups have a pretty good reward. Tao is strongest in ground mixups and air-to-ground. She is only effective in air-to-air if she's point blank. This is assuming that Tao isn't cursed. Arakune beats Taokaka, in every area, when he has curse activated. Reason #3 - Taokaka lacks the reversals to capitalize on her defense. Arakune works the same way, but he has tools to prevent Tao from doing her usual rushdown (curse rings, curse cloud, spit bug, flower, and 6a). The only reason why a Tao player would win this match is either (a) their opponent is a complete scrub or (b) they know the matchup better. The first, and foremost, rule of thumbs when playing against squiggly is, "RUSH THAT SHIT DOWN LIKE THERE'S NO TOMORROW!"
.otter. Posted October 13, 2009 Posted October 13, 2009 The first, and foremost, rule of thumbs when playing against squiggly is, "RUSH THAT SHIT DOWN LIKE THERE'S NO TOMORROW!" Until he does an invinceable bug shinryuken into curse juggle......
Ronove Posted October 14, 2009 Posted October 14, 2009 I hear you on that, boss. I can't believe there are Arakune players who even claimed that the matchup is 5/5, lmfao. The freaking blob and Jin are Tao's worst nightmares when it comes to their air-to-ground game...
Kyle Posted January 12, 2010 Posted January 12, 2010 Is there anything else afierymisfit should be looking out for/doing to beat Skye Kun?
Xth_Vagabond Posted January 15, 2010 Posted January 15, 2010 Is there anything else afierymisfit should be looking out for/doing to beat Skye Kun? Stick on him and never let go.
Low Diver Posted January 16, 2010 Posted January 16, 2010 And if you get cursed just ragequit and msg him saying it was lag
Hurricane Rev Posted April 5, 2010 Posted April 5, 2010 Is throwing items at arakune helpful or not helpful??
XDest Posted April 5, 2010 Posted April 5, 2010 If you hit him, then a curse/cloud goes away. But that's a big if.
Ronove Posted April 6, 2010 Posted April 6, 2010 Too risky unless he's already doing something from full screen like the cloud. Else he might curse during your slow recovery.
Low Diver Posted April 11, 2010 Posted April 11, 2010 What should I be using my meter on in this match-up? I figure not to use it for combos at all unless it's for an un-burstable combo that will win me the round since there are better options like RCing drives for getting in when they have low health, or RCing a drive at the end of a blocked string to keep the pressure which is badly needed in this match-up, or CAing out of stupid block strings. Wow, reading that, that kinda seems like how I think Tao should play in most of the spacing/zoning character match-ups. Or hell, most match-ups period XD. Anyway what do you guys think, should I maybe be not using it for RCing drives very often so I can save it for the inevitable time when I get stuck in some retarded curse block string? EDIT: Also, 5B 6A J.2D~B TAUNT NOT HITTING MIDSCREEN IS ANNOYINGGGGGGGGG.
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