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[CS1] Taokaka Migration: Going from Poop Cat to Scat Cat - The CS Changes [Updated: 3/17/10]


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Posted

Did your brain lift off to space when you heard the nearest BBCS cabs were on the opposite side of the hemisphere? If so, then I wish you, 'Good luck and good night.' I cannot give you a cab, but I will give you all the changes from CT to CS Tao.

Table of Contents

Chapter 1: The Generic Cat [updated]

Chapter 2: Move-list Changes

Chapter 3: Taunt Loop 101 [NEW!]

Chapter 4: New Strategies

Chapter 5: Basic BnB combos

Chapter 6: The Ultimate Finale

***

Chapter 1: The Generic Cat

Have you ever wondered what was behind her mask - is she still a furry or a cat-women in disguise? I, regrettably, announce that you won't find out the answer in BBCS. You may - also - be asking, "Is she, finally, top tier? How about those taunt loops? Will I mashy my way to victory?" You will read, in this section, the generic changes with Taokaka's - overall - gameplay. So I'll cover some positive and negative points about our brainless, but bouncy, furry. Everything I'm saying is subject to revision and should only be used as a guideline; not as a epiphany from a philosophical rationale of Taokaka's brilliant mind, "Eat steamed buns for bigger boobies." :kitty:

If you haven't seen the latest CS vids; if you are reminiscing the days when you longed for BB to come in the mail; then you might be wondering this, 'What's so good about Tao?' Below is a list of Taokaka's pros and cons that, only, express the changes - noted - in CS. If you want to know her general gameplay, then read the Taokaka Strategy Guide.

Pros

- Taokaka's, overall, damage output increased twofold. Her average BnB combos do 4k and her max damage does 7k. Also, throw combos average around 4k.

- Tao's j.b is bigger, longer, and crosses over.

- Most of her normals have a longer lasting hit stun/block stun. Therefore, elongated blockstun gives you stronger mixup options.

Cons

- Taokaka can no longer end her combos with oki setups.

- Taokaka's throw range got nerfed.

- j.c hitbox is smaller.

- She now has the lowest HP of the cast.

The Consensus

Taokaka plays, exactly, the same. She may have stronger combos, but her fundamentals are no different than in CT. The only exception is that you have more incentive to not get hit...

...you will die in one meaty combo.

Chapter 2: Move-list Changes

[To Be Continued]

Chapter 3: Taunt Loop 101

The execution requirement is no different than Tao's CT taunt loops. But, be warned, the taunt loop timing varies for each character (at least during the first few loops). This is where you will need to make the transition from CT to CS Tao. In virtue of frame data, her command normals are the same, but some characters are more floaty while others are, simply, promiscuously huge. Therefore, the key to nailing taunt loops - apart from execution - is knowing how well you can space your drives to hit your opponent. I will leave you all with this tidbit; spacing is everything. For example,

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

Let's assume that your execution is 100% solid. If your combo becomes invalid or you wiff, then there's only one answer; incorrect spacing. There are four likely places that you are dropping your combo:

1) JC - Jump Cancel; the first problem that you may have is that you are either (1) jumping too high (2) jumping too low or (3) misjudge your jump timing. For the sake of argument, let's assume that your input timing is right on.

a) Jumping Too High; if you jump too high, then you might delay your following drive input. What I mean to say is, "When you jump too high, you run the risk of lingering in the air too long. Be concise and direct. Use your best judgement and find out how high you need to be to, safely, hit confirm."

b) Jumping Too Low; if you jump too low, then your drive will wiff entirely. Once again, use your best judgment and find out how you can hit confirm the drive.

c) Input Timing; practice makes perfect.

2) 2d~b; there are a few situations that can happen when you drop your taunt combo: (1) the drive will become invalid, (2) the drive will push your opponent too high or (3) it'll wiff or (4) the B cancel won't come out. Once again, let's assume that you have solid execution.

a) Invalid Drive; when your drive goes invalid, then that means you have not hit confirmed your drive attack. Make sure you hit confirm and then press the B cancel.

b) Opponent Fly Sky High; this just means you're rushing your drive inputs. Take it easy and lay off the mashing.

c) Wiff; Wiffing your drive input means that your execution needs work. Practice makes perfect.

d) No B Cancel; Missing your B cancel means that your execution needs work. Practice makes perfect.

3) Taunt; the only way you will miss your taunt loop is NOT TAUNTING. If your taunt doesn't come out, then your execution needs work. But if you follow up a taunt from 6c, then you need to consider WHEN to input the taunt. If you do it too soon, as they bounce back, then you'll push them up too high so you cannot resume the loop. If you do it too late, then they will recover.

4) 214d; apart from the drive attack, this is the most critical part to space a successful taunt loop. It can be the most easiest or painstakingly difficult input. Either way, the best tip is to practice your input timing. Apart from that, here's the things that can go wrong with this input:

a) Staying in the Air; I can bet a $100 dollars that the reason why most Japanese players drop the taunt loop is cause they linger in the air for too long or too little...or incorrectly input the 214d. Tao needs to be, slightly, above their opponent so they can hit confirm their drive. But if they stay there too long, then their opponent will recover or the combo will blackbeat.

Posted

Man I wish you the best of luck with this endeavor, If there's anything I can do to help, just holler.

  • 2 weeks later...
Posted

I have access to BBCS 10 minutes away, so if anyone has any questions feel free to ask and I'll write them down and test them next time i get to play it. Just nothing like "lol i made this combo up it's pretty ridiculous test it anyways please"

Posted

Cons

- Taokaka can no longer end her combos with oki setups.

- Taokaka's throw range got nerfed.

- All of Taokaka's standing and jumping normals (except j.b) has a longer execution startup.

- j.c hitbox is smaller.

- She now has the lowest HP of the cast.

1, What do you usually do after a successful 236bbb now, since it wallbounces and you can't oki? Do you have a good strategy yet?

2, Is the throw range like CT Jin status? :psyduck:

3, Is j.b a viable move now in pressure and combo's that you've figured out so far? Like I know now Noel's 236a can be used midcombo, and j.b was used a little before, but in bigger combo's is it any good :/

4, Doh. lol.

5, This is what I want to know the most. How much HP exactly? Less than CARL? She's the new Carl it seems, CT Clap loop -> CS Taunt loop??? D:

Posted

1. Nothing really but run away. Might be able to snag people coming down with a 6A or 2D depending, but that's extremely circumstantial. After you run away, if they don't have a projectile you can always throw a bowling ball out if you're far enough after then mixup after that I guess. Doing different drives to try to get close on an air recovering opponent is another option. Nothing is really concrete though it seems. Just switch what you do from character to character and player to player until you find something solid I guess. 2. Yeah.... it's really bad. At least her air throw is fine because of her general movement. But her grab you have to be like right next to them. 3. I'd say so, but still haven't fooled around enough with it yet. You know, habits. 5. 9500HP, tied with Carl.

Posted

So basically j.b's startup remained the same as in CT or did it get slightly faster? Does its hitbox still hit vertically/diagonally? Is kara-throw still possible, by the way?

Posted

Well, let's say you're doing air-to-ground, and your opponent is mashing 2A. j.C has a higher hitbox which means it's generally much worse for that purpose now. But j.B will almost always beat that type of move out. Or let's say the opponent is doing a quick anti-air, you do an extra jump then fall and j.B them in the recovery hopefully. Pretty much any situation where you're close to them vertically (especially in a blockstring situation), you can put in some j.Bs. But it doesn't seem like it's every for air-to-air though of course. You need to do j.C or possibly j.A in those situations.

Posted

(especially in a blockstring situation)

That's exactly what I was thinking of. Situations where for instance you jump cancel or simply jump neutral (after a 5d~b for example) and want to keep putting pressure or eventually punish the opponent if they're trying to counter you with a quick low/jab.
Posted

Kara throw is very possible and it is just as good but..... the throw range itself was nerfed really hard. I don't think people will be mashing 2a when tao is in the air but basically you use j.b for: 1. crossups (it seems the hitbox on j.b was increased because you can jump over then and do an awkward looking crossup) 2. If tao is too high in the air for j.c (this happens a lot right when you jump and hit j.b right away, it will hit the opponent where j.c would have whiffed.) 3. j.c > j.b (it reverse chains now, mainly for combos to level yourself for 236b) 4. j.b > j.a (also reverse chains, many jp taos will use this as a jump in from time to time. j.b will be blocked most the time since it isn't an overhead but sometimes the opponent will not block the j.a right after. 5. Weird air-to-air situations (abuse the weird j.b hitbox :3) EDIT: Also, 5d~b is better but it is still very disadvantageous on block, especially on ib. I don't know if you will be able to leave the ground before being kicked by ragna's jesus kick. I'll go test this once I get to play cs again.

Posted

Crossup j.B is great, you can do it really easily on big characters and it works even on small ones with proper spacing. A plain simple 2D (with no drive canceling involved) followed by j.B will cross the opponent up. I'll test the blocked 5d~b tomorrow, however by playing in the previous sessions I got the feeling that it was atleast possible to block/jump if the 5d~b got simply blocked. It's a whole different matter with IB though. 5d~c seems to be more useful than 5d~b at the end of blockstrings, albeit still pretty risky if the opponent has good yomi or knows what's coming after.

Posted

I think that j.B definitely had a horizontal range increase. In a lot of situations where it would whiff because you were horizontally too far away, it now connects. I think as time goes on, we'll find more and more places to put it.

Posted

It definetely looks like a more viable tool as part of her mixup/pressure game. On the other hands j.C is basically just combo material and might be used for some spacing in air-v-air. Not as reliable as air-to-ground normal as it used to be in CT.

  • 1 month later...
Posted

I have, finally, been working on the Tao forums after a two month - long - silence. Forgive me for any lack of updates. :<

Posted

- Taokaka's, overall, damage output increased twofold. Her average BnB combos do 4k and her max damage does 8k. Also, throw combos average around 4k.

How does taokaka get this 8k damage? It probably involves 2C CH> 6C combo, but what do you do from there?
Posted

Yeah, the best I've done is 7k doing a 6C combo vs. Tager/Arakune. How do you get the extra thousand?

Posted

The loop itself is fine. The first taunt is actually the trickiest. There's two ways I've got to make it consistent. You can either do 5B 6A JC j.D~B ... Taunt Loop or 5B 6A JC ... j.D~B Taunt Loop Pretty much the first taunt with a regular drive instead of a down drive will always hit Arakune, but if he's too high then the 214D ... j.2D~B misses him completely. If he's low enough, you can continue the loop. I haven't been able to get 5B 6A JC j.2D~B Taunt very consistently on Arakune at all though. The rest is easy though.

  • 4 weeks later...
  • 4 weeks later...
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