PlasticChicken Posted April 1, 2010 Posted April 1, 2010 What's wrong with the taunt loop? What's with this talk about removing it. o: Even with our high damaging combos, it wasn't easy to get compared to bang, litchi, and ragna. I can tell you 100% that the loop was intended.
Silfer Posted April 2, 2010 Posted April 2, 2010 I'd love for them to leave the loop but add more options that dont require such precise timing. Anything to make tao more online friendly. Its probably a selfish request (as I only play online), but I'd love to see it done.
CakeWasBannedd Posted April 3, 2010 Posted April 3, 2010 Yo dawgs critique my tao http://www.youtube.com/watch?v=dTtBA6-qDRQ
Ronove Posted April 3, 2010 Author Posted April 3, 2010 - don't charge the j.C - use j.D~B to approach as an air to ground, you can always j.D~B again or jump if it gets blocked and if it does hit you'll have enough time to land and hitconfirm your 5B/2A/Throw - too much 5B > 6A that whiffed, you should only used that string when you're close. If you are not 100% sure of the distance between you and your opponent use other blockstrings (5B > 5C > etc , 5B > 2B > etc etc, you get the idea)
CakeWasBannedd Posted April 3, 2010 Posted April 3, 2010 Awesome, thanks for the input. I agree I was doing 5B>6A too much that match when it was whiffing. Isn't charging the j.C a good mindgame though? It doesn't really seem like it would make a difference if I charged it or not.
XDest Posted April 3, 2010 Posted April 3, 2010 Also, if you land far away from them with the B cancel, j.4D~any is also an option. And all of these options are also available off 4D. I'm pretty sure these drive cancel options opened up because of the cancels' lowered recovery overall. Pretty cool. I don't think those kinds of options were available in CT, and if they were - they weren't as effective. Edit: Maybe more j.B is needed? You were doing j.C for air-to-ground a lot, but it's not as good for that now.
Ronove Posted April 4, 2010 Author Posted April 4, 2010 Awesome, thanks for the input. I agree I was doing 5B>6A too much that match when it was whiffing. Isn't charging the j.C a good mindgame though? It doesn't really seem like it would make a difference if I charged it or not. The point is that in a couple of occasions you jumped behind your opponent and charged j.C, that didn't allow Tao's sprite to flip and left you completely open for the opponent to counter as he wanted. Also as XDest said j.B is a better air-to-ground tool in CS, j.C is still good as air vs. air and for air footsies in general. Right now I'd say that j.B is good if you're already close to the opponent and you're either attempting a crossup, neutral jump j.B or in case you're ending your blockstring with a jump-cancelable move. It's basically her best jump-in tool. However j.D(with drive cancels) is a better air-to-ground tool if you're approaching the opponent from the distance. In order to get in safely Tao needs to force the opponent to commit a mistake either in blocking or in choosing the wrong moment to do something that's not blocking the right thing, so that's why her j.D~B (or even ~C) are so good in CS, because it leaves you with a good number of options at your disposal depending on how the opponent behaves when you're approaching, and if it connects it will cause enough hitstun for you to mixup your hitconfirm/pressure string of choice. I think this is what has really improved in Tao's offensive game compared to CT which had to be more linear and was more about pressuring than baiting mistakes due to her ~B canceled drives being all risky save for the 2D, coupled with the fact that in CS her 5B and her 5C are now level 1 and level 2 moves (meaning less blockstun/hitstun).
CakeWasBannedd Posted April 5, 2010 Posted April 5, 2010 What do you guys think of making a Taokaka critique/advice thread? It would be a good place for people to post videos of them playing and then for other people to give advice on them. Thoughts?
Ronove Posted April 5, 2010 Author Posted April 5, 2010 I think we could use this thread? It's not like it's overly crowded here, heh.
RinHara5aki Posted April 9, 2010 Posted April 9, 2010 Dunno where else to put this. http://www.youtube.com/watch?v=irn24ya3Go8 Cake needs combo suggestions. Creative combo's. What do you guy's suggest? Hopefully you guys don't just say "combo thread *point"
Ronove Posted April 9, 2010 Author Posted April 9, 2010 *points to the com- oh wai sorry. Looks cute. I can't exactly think of many creative combos, but this one has rarely been featured (and it's actually a legit combo, if I am not wrong either Chikua or Whistler use it quite often): 5B > 3C > 5D~C(no hit) > j.2D~B > Taunt loop (can't recall the exact amount of repetitions though but it was certainly not more than 6 times) > ender of your choice
RinHara5aki Posted April 10, 2010 Posted April 10, 2010 Cool! I haven't gotten any negative feedback about the 'tage yet. So i'm sure once Cake gets his stick back, and starts bustin out combo's, we'll be throwin around some questions about cool combo's. 5D~C No hit into TL? That looks interesting... but that does look like a corner combo. Is it? Usually off of 3c i just 5d~b -> 5b -> taunt~, but that looks more fun.
CakeWasBannedd Posted April 10, 2010 Posted April 10, 2010 Cool! I haven't gotten any negative feedback about the 'tage yet. So i'm sure once Cake gets his stick back, and starts bustin out combo's, we'll be throwin around some questions about cool combo's. 5D~C No hit into TL? That looks interesting... but that does look like a corner combo. Is it? Usually off of 3c i just 5d~b -> 5b -> taunt~, but that looks more fun. I actually messed around with 3C>5D~C no hit taunt loops a while back, and it works midscreen on pretty much anyone except carl. Will definitely record that :D
Ronove Posted April 10, 2010 Author Posted April 10, 2010 Oh by the way, slightly off topic: I recall Rin used Dazzle to record his stuff, right? Is it good? Me and my friends of the local scene were looking to buy some of this equipment to record our games at ranbats/tourneys. What do you suggest? :X You can answer me with a PM just to avoid getting this too OT. Going back in topic, there's one cool thing that Whistler did against Satoshi in one of the recent G3 vids: basically as he landed with an empty 2D~B he did 5A > grab. Normally 5A is a move that is rarely used because of its awful range, however if the opponent is cornered or if you space well a 2D~B it becomes useful as mind-game tool. Satoshi was expecting to be thrown since he noticed the empty 2D~B and was ready to tech the grab but the 5A (which is faster than the grab) countered first allowing Whistler to counter-grab. Considering that Tao's throw range in CS has been nerfed a lot this little setup is actually pretty cool, once you use it you'll put the opponent in a situation where he has to guess a little on whether it's good for him to preemptively use a 5A or an other quick move to avoid being caught by the same setup, while Tao still has more options with a 2D~B.
CakeWasBannedd Posted April 10, 2010 Posted April 10, 2010 Oh by the way, slightly off topic: I recall Rin used Dazzle to record his stuff, right? Is it good? Me and my friends of the local scene were looking to buy some of this equipment to record our games at ranbats/tourneys. What do you suggest? :X You can answer me with a PM just to avoid getting this too OT. Going back in topic, there's one cool thing that Whistler did against Satoshi in one of the recent G3 vids: basically as he landed with an empty 2D~B he did 5A > grab. Normally 5A is a move that is rarely used because of its awful range, however if the opponent is cornered or if you space well a 2D~B it becomes useful as mind-game tool. Satoshi was expecting to be thrown since he noticed the empty 2D~B and was ready to tech the grab but the 5A (which is faster than the grab) countered first allowing Whistler to counter-grab. Considering that Tao's throw range in CS has been nerfed a lot this little setup is actually pretty cool, once you use it you'll put the opponent in a situation where he has to guess a little on whether it's good for him to preemptively use a 5A or an other quick move to avoid being caught by the same setup, while Tao still has more options with a 2D~B. I don't think anyone really cares if we get off topic. It's kind of relevant to Blazblue, so meh Dazzle's are good and really easy to use, the quality isn't HD since you're using AV cables to record, but it's definitely better than a camcorder. If you want to record the computer needs to be relatively close to the console, which shouldn't be a problem if you have a laptop. If you want to record CS from the cab though, you'll have to ask Rin or someone else. I haven't a clue about that
XDest Posted April 11, 2010 Posted April 11, 2010 There's a small problem when using Dazzle: It only supports audio in its own program. Therefore, you need to get a red/white -> 3.5" audio converter and put that in line in for it to work properly. Other capture cards don't have that problem.
Ronove Posted May 9, 2010 Author Posted May 9, 2010 These days I've been thinking... If they really have to tweak Tao again with the console release, I just hope they give her a little more health. As it stands right now she's become a "kill or die" kind of character, with little chance for comebacks save a couple of matchups. Taunt loops aren't game-breaking at all and despite the reward being pretty good they're still really risky. Although a couple of decent combos that don't require the loop have been discovered I still see a lot of Tao top players often screwing up her BnBs and eating a fat punishment (many times costing the round). I am fine with Tao being even more execution based than she was in CT, but if she had her CT health (or 500 less if they really had to lower it down) then there'd be less depressing games that are like "Tao tries to get the damage > combo miss > punishment > round over/burst wasted". Oh well, enough of my ranting. :\
CakeWasBannedd Posted May 9, 2010 Posted May 9, 2010 These days I've been thinking... If they really have to tweak Tao again with the console release, I just hope they give her a little more health. As it stands right now she's become a "kill or die" kind of character, with little chance for comebacks save a couple of matchups. Taunt loops aren't game-breaking at all and despite the reward being pretty good they're still really risky. Although a couple of decent combos that don't require the loop have been discovered I still see a lot of Tao top players often screwing up her BnBs and eating a fat punishment (many times costing the round). I am fine with Tao being even more execution based than she was in CT, but if she had her CT health (or 500 less if they really had to lower it down) then there'd be less depressing games that are like "Tao tries to get the damage > combo miss > punishment > round over/burst wasted". Oh well, enough of my ranting. :\ I personally don't mind the low health all that much, although that might be because the only character I fight is Carl. I dunno, I'd be willing to have bad health in exchange for 6k off of a move that's safe on block, has good range, and punishes airdashes on reaction. I just play really defensively with her, and don't take many risks. That's just my opinion, though
XDest Posted May 9, 2010 Posted May 9, 2010 If you wanted to go for a defensive and safe style, there would be a lot better options than Taokaka. In my opinion, Taokaka is made for complex movement/evasion, as well as speed and damage. To balance this out, she has poor defense (no real AA or DP, 9500HP, 4 guard primers), and her pressure isn't great either (not many moves with good blockstun). Just look at all her movement options. Several drives at any given time with 6 cancels (5,6,A,B,C,RC), 3 jumps, 2 air dashes. And of course the speed and damage are self explanatory. I don't find her all too safe either. Because she doesn't have great pressure via blockstun, she has to rely on her mixups, gimmicks and movement to try to make up for that. Therefore, you have to take risks, or not open your opponent's defense up. And because she can't defend for all that long, that's not very safe either. Don't take this as criticism, this is just my general opinion on the character.
Ronove Posted May 9, 2010 Author Posted May 9, 2010 It's true though that the new guard primer system allows her to block more in certain matchups which isn't bad per se. My "complaint" was only regarding her really low health. While I do understand why they made it like that, the fact that her BnBs are still not totally reliable in terms of success rate (and again, even top japanese players miss them A LOT in comparison to players that main other characters) lead to frustrating situations where all the advantage that was built is basically lost with a single combo + eventual resets. It kind of pains me to see the likes of Kazuhira and others do really well, then "oops", missed the ender or taunt loop string opponent recovers and it's back to square one. :\ I'm fine with her not having a lot of tools to defend, I'd even dare to say that she's actually improved a little on that aspect (6a is slightly better when an opponent is neutral jumping/falling in front of Tao), just a little health buff would be a welcome change in my eyes. Heh.
Mystic d Posted May 12, 2010 Posted May 12, 2010 It's true though that the new guard primer system allows her to block more in certain matchups which isn't bad per se. My "complaint" was only regarding her really low health. While I do understand why they made it like that, the fact that her BnBs are still not totally reliable in terms of success rate (and again, even top japanese players miss them A LOT in comparison to players that main other characters) lead to frustrating situations where all the advantage that was built is basically lost with a single combo + eventual resets. It kind of pains me to see the likes of Kazuhira and others do really well, then "oops", missed the ender or taunt loop string opponent recovers and it's back to square one. :\ I'm fine with her not having a lot of tools to defend, I'd even dare to say that she's actually improved a little on that aspect (6a is slightly better when an opponent is neutral jumping/falling in front of Tao), just a little health buff would be a welcome change in my eyes. Heh. It's that challenge that makes it fun :3 Besides, Tao is basically at the center of the tier list with a +10 Rating overall. No matchups less than 45-55 and none more than 60-40 makes it basically a toss-up every match between evenly skilled players. The matches should be close and more exciting at the same time. At least, that's my view on it
Ronove Posted May 12, 2010 Author Posted May 12, 2010 Well if I wasn't interested in challanges I wouldn't be sticking with her, so I am not complaining about that. It was just a rant on how sometimes it feels frustrating to lose all the advantage you build with one hitconfirm, it kind of feels like one didn't really deserve it but that's how Tao is anyway.
Mat- Posted May 18, 2010 Posted May 18, 2010 Hi people! My first post here. I bought CT a few days ago and decided to play Taokaka for no other reason than her raw awesomeness. However I've read here that moving from CT to CS with her can be quite difficult. So I'm tempted to just screw around with another char and wait until CS is released to get serious with Tao. This way I won't have any bad CT habits to get rid of or stuff like that. What's your opinion on this? About how much of CT mechanical training with Tao (drive loops, etc) would be transferrable to CS? I'm kind of a long term gamer so waiting a few months (if CS is still scheduled for July) is really not a big issue.
Mr Oso Posted May 18, 2010 Posted May 18, 2010 I dont play tao but it seems like you would pick up better habits from playing her in CT rather than waiting for CS to hit.If you wait then your forced to learn Tao from stratch rather than having some sort of expierence. Personally if its a char your going to main i figure its better to hit the ground running. If not that you could at least sub her in CT and mess around with some other char til CS. =3
CakeWasBannedd Posted May 18, 2010 Posted May 18, 2010 Have to agree. A lot of tao's setups, combos, etc can be used in CS, with little or no alterations required. And getting taunt combos down in CT will prepare you for taunt loops in CS, at least a little bit. So basically, I'd recommend learning tao in CT, then transitioning to CS when it comes out.
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