JackG Posted December 3, 2009 Posted December 3, 2009 Taokaka Matchup Statistics Japanese Ranking: 5.5-4.5 Personally: Don't know yet, but personally I hate waiting for combos that take 15 seconds long. Will probably lose out of boredom. Punishes: Anti-airing: Zoning: Their game plan: Strategy: Char specific details: Ability to fight tao in the air much better (can counter more specific things tao do in the air). 6A nerf is annoying but does not hurt very much. Other AA options are sufficient. Slight Advantage.
ryokoalways Posted January 27, 2010 Posted January 27, 2010 Basics: Be aware of 6C, Drive, Ground throw, Air throw Initial: No gauge, play reactively, be aware of throws. Long distance: While taokaka can charge in with drive, it's easy to block. As long you don't get counter hit you will be fine (dmg return in 5k+). can cut projectiles on reaction. Mid distance: Taokaka's best range. 4C is dangerous at this range due to taokaka's 6C (either empty or frame trap). Air dash throw, 6C, jC are all available to tao at this range, and all hurts a fair amount. Try to get closer or farther, and uses hotaru and jD to prevent taokaka from doing things freely. Close distance: Taokaka's pressure is weak without RC, throw is first priority, and look for other mixup after that. Read overheads and throws and counter with hotaru. Air to Ground: jB, j2C Taokaka's 6A has head invun, and drive counter is dangerous. Trade-off is in taokaka's favor. While jD and hotaru may win, tao can also crouch walk as AA, so it's not good to do often. Avoid this situation Air to Air: j2A, jC, hotaru, jD j2A beats drive unless done way too late, can evenly match tao's option in the air with hakumen's options. Trade-off in hakumen's favor Okizeme: Lack of reversal option makes it easy. Super reversal will happen rarely, just be aware when tao has 100% meter. Normally tao will use meter to DA to escape oki pressure, so be aware and tap>air throw to counter. Another option is to bait tao into jumping and make tao guess between throw and hotaru. Getting a basic okizeme set-up early in the round will help hakumen pace the rest of the round, very important. Against Okizeme: Most often is 2A meaty, normally the most dangerous thing here is throw, so again that should be your defensive priority. Must be able to block 6B on reaction (really easy), and Taokaka's pressure is fairly weak. Counter with 2A>combo, hotaru, and occasionally IB catch Overall: Taokaka has low hp, if hakumen has some gauge he can kill in 2 regular combos. Both sides are high dmg char so player that can zone better will win. Do not gamble with catch. Most important thing is to be aware of throw. If hakumen player can defend against throw the match will be much more favorable. What to catch: 6B, 2A>2A, bowling ball. Use 5D to beat frame trap in zoning. Keep in mind that catch should be used very convervatively.
MAdBater Posted December 5, 2010 Posted December 5, 2010 i have a really hard time dealing with tao's pressure strings. I am getting better at blocking the crossovers and crossups. It is hard to get out the pressure strings I am probably missing opportunities but i can not see any. Tao play typically run away until they can get you in the string. I played today maybe 8 rounds with a tao i had 2 or 3 wins out of that.
MAdBater Posted December 8, 2010 Posted December 8, 2010 i am a little weak on instant blocking. But if tao has you grounded during a block string that she is mainly in the air i do not think instant blocking would make 2C safe or hotaru will be facing the wrong direction because of a crossover. I remember right when i did 5A tao got a counter hit. when i was playing the guy at first he would put the pressure on me but later i just tried avoiding the pressure setups and did better. usually the player started the pressure string with a cross up D move which i think is D then pressing B for turning around.
BladeOfJustice7 Posted December 8, 2010 Posted December 8, 2010 Do you play online a lot? Less online means better IB skills.
mAc Chaos Posted February 10, 2011 Posted February 10, 2011 Is it recommended to fight Tao in the air or ground primarily? I used to have an easy time beating Tao out in the air, but Taos that know what they're doing with drive can pretty much hone in on you at the exact spacing and range that will avoid your attack and CH you into a combo. I feel like that means engaging on the ground might be better, but that means giving up your best air poke... Is there anything new to add to the information Ryoko posted, since Tao's game developed so much since then? For instance, her j.B up close can beat literally everything and force you to block if it's done right.
Dacidbro Posted February 10, 2011 Posted February 10, 2011 biggest changes is to realize that every time she gets a hit in the air, it means a lot more than when you do. Simultaneously, you have the god-hands of Hotaru and jD, which makes her air to air game more risky on Hakumen than almost anyone. Most important things is I wouldn't recommend trying to bang with her in the air without meter, and be really really REALLY conservative in committing to hotaru. You don't want to lose the meter for nothing. Basically, the more passive you play, the better this match -should- theoretically go. Don't forget, jD is broken as shit right now, it's one of Hakumen's greatest trump cards, but if you miss it tao gets jD~B punish for 5k.
qwerty Posted February 10, 2011 Posted February 10, 2011 i would say that you should definitely fight most of this matchup in the air. HOWEVER, i would also recommend that at least at first, you refrain from using j.C entirely. this way you get a better sense of how tao is looking to approach, as opposed to tao just jumping out of the way and killing you for not knowing how to poke properly. also, learn to poke with j.B. i know this sounds crazy, but back in ct this was actually vital in this matchup since you didn't have any other way to poke her in the air without spending meter. example here.
mAc Chaos Posted February 10, 2011 Posted February 10, 2011 His old j.C worked well for me in CT. It had a broad range and lasted a long time. I've always loved using j.B, but mostly for jump ins and cross ups... Thanks guys, I'll try it out. Hotaru and j.D in the air seem risky or more risk than it's worth since it feels like she just has to bait it out then punish for a lot more than I could get. If I landed a j.D on the ground I could combo off it but if it was up in the air I don't think I'd get anything... but she lands a CH it would be big damage. I also like using 5A as an AA in a lot of matchups but it seems her air options eat my 5As in this matchup.
qwerty Posted February 11, 2011 Posted February 11, 2011 again, part of the reason i think it's a good idea to not use j.C at first is so you know how she gets in; this way you can minimize the risk involved with doing j.D/hotaru. and when you're truly unsure and can't trust your reactions, press B instead. low risk, low reward- but it'll probably stop her from advancing.
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