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Posted

Yeah, from what I've understood as well reading other threads, taunt combos which are Tao's BnB in CS are also partially doable in CT - it's just that most people ignore them and rely rather on drive loops. Right?

So Tao it is. I was pretty much screwed anyway since the other char I like is Arakune and he's getting a lot of changes as well apparently, so he wouldn't even make a decent sub once CS comes out and I main Tao.

Since I have to learn all the BB basics, I don't think the CT/CS differences are going to matter that much at first. I'm just going to play solid, to get familiar with stuff like barrier/instablocking and Tao's normal/special moves (only 4 attack buttons but with all the moving/jumping variations that's about 30 REALLY different moves T_T). And try to throw in a taunt combo when I get the chance. I'll have a look at the combo thread to figure out which ones I can practice on CT, or at least how they start so I can understand which kind of situations/setups I must aim for.

Quite a long road ahead but with Tao I'm sure it's gonna be hella fun. She already makes my friends cringe. :3

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Posted

Yup. It's better if you stick with her in CT if you plan to use her in CS. It will make the transition a lot easier than just learning her basics from scratch.

  • 2 weeks later...
Posted

I'm not feelin what they did to Taokaka in CS. All I see in match videos is her loop combo. In CT, I saw Tao as a character chock full of a large variety of challenging combos.

I also hate what they did with j.236B... The areal zig-zag combo was my favorite =-/

Posted
I'm not feelin what they did to Taokaka in CS. All I see in match videos is her loop combo. In CT, I saw Tao as a character chock full of a large variety of challenging combos.

I also hate what they did with j.236B... The areal zig-zag combo was my favorite =-/

http://www.youtube.com/watch?v=hPULRMRccyg

Posted

Ok so, now that I'm unbanned, I'd like for you guys to critique my tao again. Take your pick!

Match 1

Match 2

Match 3

Match 4

Match 5

Match 6

So about my Tao: I can loop fine, but I honestly don't know what I'm supposed to be working on right now. Yeah, I make stupid mistakes like continuing to charge j.C and occasionally whiffing loops, but other than that I can't see anything. One thing I'd like to learn is CH j.C>land>66>5B>6a>taunt loop.

Posted

Just train yourself to do regular j.C > land > 66 > 5B in CT. You can do this constantly on the training dummy using her 2D~B to quickly switch sides and keep doing it until your execution improves. At the beginning you'll probably be mashing 6 to find the right timing, to avoid doing a 6B pull stick on 4 when you're going to do the 5B (4B = 5B for Tao, doesn't make a difference) then 6A. This is just to adjust your rhythm and prevent mashing, once your muscle-memory learns it you won't need that trick.

I've only watched the first vid (I'll watch the others later, I'm on break, damn uni exams :psyduck: ). You lost almost all of the aerial battles for one plain simple reason: when you're jumping next to the opponent unless you do a meaty j.C out of his range you'll always lose against the air jabs, and that's natural because j.C, as good as it may be, is a poke tool hence the "long" startup. You need to use more Tao's j.A everytime you and your opponent jump close to each other, j.C is only viable if you are approaching from the distance or in air-to-ground situations (and in that aspect j.B now is actually better).

You'll notice this yourself if you watch these vids again. In plenty of situations you dashed in and attempted a j.C when you were in his airjab range, obviously being countered. So you either preemptively do a j.C out of his range (and this will require you to have grasp of the distance, the opponent's range and his mobility) or if you're close just j.A. Who cares if j.A prorates badly, you have to avoid eating an air CH (especially in the air, just think if you were versus a Litchi rather than a Carl, all those situations would have turned into free 4K combos against you).

One more thing: if you rely too much on 5B > 6A the opponent will adapt too fast to your blockstring, afterall you don't have plenty of options after a blocked 6A. When you jump cancel a blocked 6A don't be in a hurry to get in: do a double jump to bait if you think the opponent is mashing a reversal, or jump back and then dash->airgrab or dash j.A/j.C (again depending on who's the opponent, range etc) if they're jumping away. You can't play risky until you condition the opponent on not being too carefree, and the proper way to achieve it is to use her mobility and make them whiff all you can whenever they're carelessly mashing a normal or a reversal inbetween the holes of Tao's offensive game. If you keep them honest you'll have an easier time mixing up risky stuff (6C, 236C, 5D~B, etc). This is a general rule, and of course depending on the matchup and the opponent things may vary but it's important to know that you can't rushdown mindlessly, if the opponent reads your blockstring it's ok just use her mobility and her jumps to retaliate for a second and create one more opening.

Posted

Did you guys see the hitbox video for Tao? (http://www.youtube.com/watch?v=ttnQNvzQqzQ)

I honestly thought that her 5B and 5C had a larger offensive hitbox. I'm a little surprised. Basically the defensive hitbox is slightly larger. Heh.

Atleast her 6A's 1st hit and 3C's 3rd hit seem to have a slightly larger hitbox.

Posted

I'm really happy with 6A's hitbox, happy I'm using at as an anti-air from time to time. I'm also going to show my buddy 6C's hitbox, he thinks it's impossible to avoid or something :(

Posted

Heh, I don't think 6A has become a reliable anti-air yet, but with a bigger hitbox it should whiff less on blocking opponents. That was something that made a blockstring of 5B > 6A pretty risky in CT in certain matchups (hello Noel, Rachel)...

Posted

Is that why you're quitting Tao? Come on dude you can't be serious. You did well in that match, what you need to fix is that you need to abuse more Tao's ability to double and triple jump when you're expecting the opponent to mash a reversal. Especially against Tager you need to have patience man. Always remember when you're landing next to a Tager whether you kept him in blockstun or not, because he might be buffering a command grab as soon as you touch ground, so always ALWAYS bait that shit with double jump > j.A/j.B . Same thing as the end of that vid with the astral, double- hell triple jump/sticky kitty just to get the hell outta there. It's just that, really. There's no reason for you to quit Tao, you're good at pressuring and getting in you only need to keep your cool and eyes open on moving around your opponent.

  • 2 weeks later...
Posted

5D~B is -5, j.4D~B is -4, I probably should have looked at what j.2D~B was. There's the final answer for that one, unless I read it wrong. Still don't know about the A and C cancels, but the B cancels now have 8 frames less recovery than CT.

Posted

"canceling 5D with B with different timing will change the cancel's recovery period: (Timing, Recovery) (1-21F, 23F), (22-26F, 22F), (27-28F, 21F), (29F, 20F), (30F, 9F)"

Sounds like -5 is the worse case scenario as well. 5D is a lvl4 attack with 18 frame blockstun. So the further away Tao is when using 5D, the recovery time is faster if it's B-canceled on block.

Posted
"canceling 5D with B with different timing will change the cancel's recovery period: (Timing, Recovery) (1-21F, 23F), (22-26F, 22F), (27-28F, 21F), (29F, 20F), (30F, 9F)"

Sounds like -5 is the worse case scenario as well. 5D is a lvl4 attack with 18 frame blockstun. So the further away Tao is when using 5D, the recovery time is faster if it's B-canceled on block.

last one should be 19 frames

Posted
All I see are taunt loops

Watch Tsujikawa's Taokaka. Although sure he still uses those taunt loops(but doesn't abuse it), he abuses Tao's mixup more, plays Tao aggressively and is just more fun to watch than Keita, Kuzu

Posted
"canceling 5D with B with different timing will change the cancel's recovery period: (Timing, Recovery) (1-21F, 23F), (22-26F, 22F), (27-28F, 21F), (29F, 20F), (30F, 9F)"

Sounds like -5 is the worse case scenario as well. 5D is a lvl4 attack with 18 frame blockstun. So the further away Tao is when using 5D, the recovery time is faster if it's B-canceled on block.

Yeah, that's definitely what it feels like to me. It makes sense.

Edit: Oh nice, it seems they uploaded the whole thing. A is -2, B is -5, C is +2. And that's worst case scenario. Hell yes.

Also, quite confused by the "(30F, 9F)", does this mean if you just framed the B cancel to the 30th frame, it would give you 14 less recovery (the normal one is 23F recovery)? That would result in a free hit for you, wouldn't it? This sounds pretty insane. I think I'm just interpreting it wrong.

Other interesting notes about the exact changes between CT and CS Tao:

- Projectiles have 7f less startup, 4f less recovery than CT

- Almost Becoming Two now has 1f startup invincibility, eh?

- 6C fully charged gives +5 on block.

- j.B has a 2f faster startup, and of course the horizontal hitbox change to go along with it.

Posted
Yeah, that's definitely what it feels like to me. It makes sense.

Edit: Oh nice, it seems they uploaded the whole thing. A is -2, B is -5, C is +2. And that's worst case scenario. Hell yes.

Also, quite confused by the "(30F, 9F)", does this mean if you just framed the B cancel to the 30th frame, it would give you 14 less recovery (the normal one is 23F recovery)? That would result in a free hit for you, wouldn't it? This sounds pretty insane. I think I'm just interpreting it wrong.

Other interesting notes about the exact changes between CT and CS Tao:

- Projectiles have 7f less startup, 4f less recovery than CT

- Almost Becoming Two now has 1f startup invincibility, eh?

- 6C fully charged gives +5 on block.

- j.B has a 2f faster startup, and of course the horizontal hitbox change to go along with it.

Read 2 posts above, as Mystic suggests, its likely a typo and should be 19 frames instead, since it's decrementing by 1F at a time.

Posted

I don't think I quite get it yet, in regards to the 5D~B

Is the note referring to a case where the player cancels before hitting the opponent (so without causing blockstun)?

Posted

It's a matter of how long the 5D has been out for. You have 30 frames to cancel it (it seems), unless you touch an opponent (in which case you would have less). Let's say you're at max distance from the opponent, barely touch the opponent and are able to B cancel on the 30th frame the 5D is out. That -5 is now a -1, since you have 4 frames faster recovery.

Therefore, the -5 is the worst case scenario, and the -1 is the best, depending on your spacing and timing. I think that's a proper interpretation of that data.

Posted

I see, thanks for making it clear.

Well that's pretty sweet. -5 as worst possible option is still safe (you can atleast block/jump).

-1 should even allow her to low profile most of the opponent's 5A. With the right mindgames you can crawl > throw, crawl > 2A/5B, jump/etc. Kara-throw might still be too risky though, I guess it'll depend at what distance Tao lands.

Oh, ~C being +2? Sweeeeeet. Means we can end blockstrings with 5D~C or even include j.2D~C as last segment of a blockstring. I should have tested this on arcade on what her options are on a hitconfirmed 5D~C/j.2D~C. If it's possible to hitconfirm from these two into a taunt loop/combo that'd be really really sweet, as proration from any of her drives is pretty good.

Can't wait to get my hands on the game and finally try this stuff in a proper training mode.

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