XDest Posted June 29, 2010 Posted June 29, 2010 Well, since it's +2 on block, the move after the 5D~C is the option you should be worrying about. Personally, I think the C cancel was already pretty good at -3, we didn't get that many new options out of it being adv, since the opponent still has anti-airs (possibly). Of course you can put in another jump to bait the anti-air and beat it out, but if they run away, there goes your pressure. But the A and B cancels being safe is huge. Since they would have to react fast and use a jab, or use a DP (and if that is baited without having a burst/rapid, Tao's opponent can say goodbye to 70% health, if you have the execution), the easy option of an anti air isn't there. And jabs can be low profiled by 2A/2B, so the best option after A cancels would be another person's 2A, which really limits the other player. And of course there's the fact that the opponent has to guess/react to the correct cancel to choose the correct option. The same option is not right for A/B/C/RC. And then on the other side of the offensive game, her jump cancels got a few nice options, because of the extra range on j.B and 6A. And the ability to crossover with j.B if close enough, with slight delay after the jump cancel. There's other gimmicks you can do from them too, play around with them. So you do have interesting offensive options in CS vs CT I think. I don't think it's insanely good, but at least it exists in a more proper form.
Ronove Posted June 29, 2010 Author Posted June 29, 2010 The cool thing about 5D~C is that if you're expecting them to jump away from pressure now you can safely airdash->airthrow. I've seen this done a lot by Tsujikawa and Denpa, and I think we finally know why.
k336 Posted June 29, 2010 Posted June 29, 2010 Another thing to mention is the j4D~B cancel. The notes in the frame data suggests it eliminates the first 2 tiers of recovery variation... to quote: "canceling j.4D with B with different timing will change the cancel's recovery period: (Timing, Recovery) (until 22F after landing, 21F), (23-29F after landing, 20F), (30F after landing, 9F)" So from mid range where you cannot guarantee sufficient distance to use 5D~B, it's almost always better to use j4D~B (as long as you're out of opponents reach since this method will require longer startup). Also, I think the frame advantage should be -3 for j4D~B (worst case) since 18 -21 = -3 rather than the -4 that the frame data page suggests.
Ronove Posted June 30, 2010 Author Posted June 30, 2010 Yeah, j.4D looks pretty sweet. I'm loving how she has so many more safe options in approaching and pressuring the opponent. One thing I'll make sure to test is how we can make good use of her throw despite the fact that its range got nerfed a lot. I might be wrong but ~A cancel leaves her a little too far from the ideal normal throw range (kara-throwing still possible though). 4 frames crawl is also really sweet.
XDest Posted July 6, 2010 Posted July 6, 2010 It has just been brought to my attention that 6A is indeed an anti-air in CS between frames 5 and 10. Between that and its improved hitbox, that's very nice. A needed buff.
CakeWasBannedd Posted July 7, 2010 Posted July 7, 2010 It has just been brought to my attention that 6A is indeed an anti-air in CS between frames 5 and 10. Between that and its improved hitbox, that's very nice. A needed buff. Obvious antiair is obvious
Ronove Posted July 7, 2010 Author Posted July 7, 2010 About the damn time. Although I'd still like to test it out in certain situations. Doesn't still look as good as Ragna's 6A but atleast we can now use it more often other than combo fodder material or air-tech punish. There's so many things I want to test in training mode, my copy of CS better arrive this week, I'm really getting impatient.
XDest Posted July 7, 2010 Posted July 7, 2010 Obvious antiair is obvious It wasn't an anti air in CT though. We didn't know for sure that it was made into a real anti air until the frame data was posted.
Dacidbro Posted July 7, 2010 Posted July 7, 2010 Tao's AA is really, really good. Fast, two AUB hits with air invincibility. Nice.
Twin Rhapsody Posted July 7, 2010 Posted July 7, 2010 Glad to hear Tao has a good AA now. Any good/practical use for her 22C or AB2? I know the former at least takes off a Primer at the 6th(?) hit. Haven't been in the Tao forums for a long time, need to catch up for the 27th.
CakeWasBannedd Posted July 7, 2010 Posted July 7, 2010 Glad to hear Tao has a good AA now. Any good/practical use for her 22C or AB2? I know the former at least takes off a Primer at the 6th(?) hit. Haven't been in the Tao forums for a long time, need to catch up for the 27th. Nope. You can end taunt loops with 22C, but there's really no point. Almost Becoming Two is the same as in CT, seemingly worse. I like to throw it out if they're almost dead and in the corner, though.
Ronove Posted July 7, 2010 Author Posted July 7, 2010 Tao's AA is really, really good. Fast, two AUB hits with air invincibility. Nice. I almost forgot about the air invincibility. Won't probably beat j.A kind of attacks in a few situations (unless you throw it as a "meaty" before the opponent does something) but this could finally be a good answer to one of the major weaknesses that she had in CT (which was defending against characters with a good air-to-ground game). Gotta see how important is the reward for a well placed anti-air 6A (besides of course defending and countering), and what kind of combo is possible after that. Judging by what I've seen so far it doesn't look like she can safely go into taunt loop from that (it really depends too much on the positioning), but it looks like it might lead into a cat2loop combo (meaning no oki, but decent damage). Really... so many things I want to properly try out. I haven't had enough time to mess with coin-op CS especially during the past month and a half due to uni exams, I really wanna grind that training mode in console CS to discover all the cool new things that Tao can do. [edit] I completely forgot that if the height is not too much Tao could try to setup a taunt loop on a CH 6A by following with a j.5D~B ... That would mean a lot, because characters like Litchi or Arakune would finally have to respect Tao a little more when approaching from the air. Again, gotta test this out in training mode.
Diend Posted July 7, 2010 Posted July 7, 2010 Hey guys I have a question in regards to controller setup with Taunt. I have just begun playing Blazblue in preparation for CS (wanted to wait for CS to release in U.S. to play hazama but I caught an interest in Taokaka.) As far as tournaments go, I'm unsure as to whether or not button mapping is allowed and I wanted to know what button Taunt is generally assigned to (If Button-mapping is banned or not.) I'm a Type-B player currently using an HRAP3-SA so any insight will be highly appreciated. Taokaka looking mad fun.
Ronove Posted July 7, 2010 Author Posted July 7, 2010 I don't think there's any strict rule regarding taunt mapping, considering that on arcade the move is associated to the start button, and that the layout on console sticks may be different from the arcade ones (heck it's different from arcade to arcade). I usually map the taunt on the third button of the bottom row, with Type B layout so it's like: A B C D _ Taunt
Twin Rhapsody Posted July 8, 2010 Posted July 8, 2010 Nope. You can end taunt loops with 22C, but there's really no point. Almost Becoming Two is the same as in CT, seemingly worse. I like to throw it out if they're almost dead and in the corner, though. Figured as much. Although, a friend of mine told me you can do a few reps of the Taunt Loop, activate AB2, and do 2 j.2D-Bs, and end it with the Pounce Super. He said you gain the 50 Heat for the Pounce after the AB2, any truth to this combo? I personally think he was blowing smoke, as I was under the impression Tao didn't gain meter during AB2, or she gained it VERY slowly.
CakeWasBannedd Posted July 8, 2010 Posted July 8, 2010 Figured as much. Although, a friend of mine told me you can do a few reps of the Taunt Loop, activate AB2, and do 2 j.2D-Bs, and end it with the Pounce Super. He said you gain the 50 Heat for the Pounce after the AB2, any truth to this combo? I personally think he was blowing smoke, as I was under the impression Tao didn't gain meter during AB2, or she gained it VERY slowly. Even if that were true, you're spending 100 meter to get back 50, with no benefit other than the combo looking cool.
Twin Rhapsody Posted July 8, 2010 Posted July 8, 2010 Even if that were true, you're spending 100 meter to get back 50, with no benefit other than the combo looking cool. My thoughts exactly, Tao's better off saving that meter for getting out of hairy situations.
Ronove Posted July 8, 2010 Author Posted July 8, 2010 Not just counterassualt or supers though. I have the feeling that in CS we finally might see RC used more often if it does allow her to get into the good taunt loop setups. Rapid Cancel wasn't a crucial part of her game in CT (only as a way to keep pressure), but in CS it might finally provide some really nice reward, even better than actually using that meter for a super.
RinHara5aki Posted July 9, 2010 Posted July 9, 2010 hiyah random torakaka picture because its tao general and i suck with tao~ (つω-`。)
Diend Posted July 9, 2010 Posted July 9, 2010 I don't think there's any strict rule regarding taunt mapping, considering that on arcade the move is associated to the start button, and that the layout on console sticks may be different from the arcade ones (heck it's different from arcade to arcade). I usually map the taunt on the third button of the bottom row, with Type B layout so it's like: A B C D _ Taunt It's generally assigned to left bumper by default. Thanks for the insight
KM Riku Posted July 9, 2010 Posted July 9, 2010 Not exactly a CS question...but...if I turn off recovery at CT traning mode and train taunt loops it will help me when I start playing CS?
Mystic d Posted July 9, 2010 Posted July 9, 2010 Not exactly a CS question...but...if I turn off recovery at CT traning mode and train taunt loops it will help me when I start playing CS? yup. spacing will be slightly different because of character hitboxes, but it will really help with timing and execution for CS. u should be able to get two loops before black beating. if u manage to get arakune in a taunt loop (even a black beat) please let me know, because i swear it's not possible.
Ronove Posted July 9, 2010 Author Posted July 9, 2010 Not really... I'd say that just double taunt loop combos in CT are already a good training. Anyway... I finally got CS. Time to grind that training mode. :3
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