Yuushiro Posted May 29, 2010 Posted May 29, 2010 There's actually not much said in the japanese wiki lul... basis: watchout for taokaka's overhead and also throw.... anything that can lead to the loop combo is bad. also be careful of taokaka's crossup attack... taokaka has a big hit box, that means you can almost always end your ground combo with C ice car. if the specific taokaka is jump happy, 2C and 6C is actually great to use against taokaka. out of 6C/2C counter hit you can do a pretty decent combo especially if it's in the corner you can start doing the corner loop and you can deplete most of her health. jB and j2C are both great tools to use if you both in the air... be careful of taokaka's air throw too while in the air. 6B is a great tool to use because a lot of taokaka's low will be beaten by it, it's also a good throw feint to use... 2A and fubuki is a good AA to use against her, jA is not so much... use more jC... fireballs aren't the best way to use against taokaka because of her mobility use it only at max distance.
trini1212 Posted June 8, 2010 Posted June 8, 2010 do u know any good ways to deal with her cross up...block or is there a button i can hit to beat this out?
Nov Ganon Posted June 8, 2010 Posted June 8, 2010 oh tht would be her D/B move well i personally jump n block the C dp is too risky at times for me
Nov Ganon Posted June 20, 2010 Posted June 20, 2010 anywho what are some good moves to IB and punish ive been experimenting
OmniSScythe Posted June 20, 2010 Posted June 20, 2010 You generally want to try to punish her moves that aren't jump or drive cancelable on block, or anything with a common follow up like her overhead. It's really unsafe to thrown out a DP against her so it's better to know your opponent habits beforehand.
trini1212 Posted July 19, 2010 Posted July 19, 2010 Can u list these moves she has that are not jump cancable? Can u ib scratch and dp and well it always hit or can they stop doing it and block?
Nov Ganon Posted July 23, 2010 Posted July 23, 2010 well the moves that aren't jC are -2c , 3c, 2b , 2a, (these are drive cancel-able tho keep that in mind) -you can IB and punish i usually use ice arrow if i have the meter -no good tao is going to cat spirit one for to long if u block it... they usually want to maintain pressure and dont want to risk getting DP'd
trini1212 Posted August 5, 2010 Posted August 5, 2010 always a good idea knowing how to deal with the scrubby ones as well, i know one guy at ctf that does it all the time fustrates the hell out of me.
lmnz Posted August 15, 2010 Posted August 15, 2010 is she supposed to be as hard as i find her to be or is it the online lag? it feels so hard to react to good tao block strings and keep them down when you finally get them to block some gatlings =[. i mean the ones that aren't as good can easily be 2a'd out of their obvious cross ups but the good ones will almost always bait the cross up counter hit out and keep you blocking even when you find small openings to get out of their pressure... should i just experiment some more? :D
lxMetalSonicxl Posted October 20, 2010 Posted October 20, 2010 Matchup = retarded Only doable with instant block. Impossible online. I really can't seem to know what to do. The best thing I figured out was that 5A beats drive, 6B misses crawl, her counter assault is godly, and her damage is insane.
OmniSScythe Posted October 20, 2010 Posted October 20, 2010 Baiting her counter assault with 5B/5C then jump cancel into j.2C/j.D works well against her counter assault, I believe only once or twice I mistimed it and actually got hit by her CS.
lxMetalSonicxl Posted October 20, 2010 Posted October 20, 2010 I don't think they counter assault quick moves like those. I really just need help in neutral where she can freely fly around and jump out your comfort zone. I've gone 30 seconds without touching her before. Also need help with her blockstrings and what you can escape or punish or have the advantage.
huey253 Posted October 20, 2010 Posted October 20, 2010 ask tetsu.... he got trolled by tsujikawa at sbo grand finals
shadow2bolt Posted October 20, 2010 Posted October 20, 2010 I don't think they counter assault quick moves like those. I really just need help in neutral where she can freely fly around and jump out your comfort zone. I've gone 30 seconds without touching her before. Also need help with her blockstrings and what you can escape or punish or have the advantage. You will need to play them a lot. After a while, you can see easily what direction to block in, etc just be careful of throws which they may throw at you. DP and 2A is your best friend when used right.
kairless Posted October 20, 2010 Posted October 20, 2010 I don't think they counter assault quick moves like those. I really just need help in neutral where she can freely fly around and jump out your comfort zone. I've gone 30 seconds without touching her before. Also need help with her blockstrings and what you can escape or punish or have the advantage. Block low until she goes for an overhead then smack her ass with 5c -> 4k combo lmao. IB is the key imo. Some ppl IB the hell out of my strings
lxMetalSonicxl Posted October 20, 2010 Posted October 20, 2010 Alright thanks. I'll just 5C to stupid overhead. I'm fine with blocking everything else but throws are honestly unstoppable in a bad connection. But no one has advice for the neutral game? I use 5A for counter hits on drives now but her air normals feel stronger than ours now, and she outclasses us in controlling the field. I'm not one to just wait for her to get in either, but if that's how it is, I'll try it.
Ashen Posted October 20, 2010 Posted October 20, 2010 Her aerials will always beat Jin's out if timed correctly. Drives have great priority and her j.c has greater range than jin's j.c. Try not to challenge her in the air.
shadow2bolt Posted October 20, 2010 Posted October 20, 2010 But no one has advice for the neutral game? I use 5A for counter hits on drives now but her air normals feel stronger than ours now, and she outclasses us in controlling the field. I'm not one to just wait for her to get in either, but if that's how it is, I'll try it. Look for a tight opening for a DP or a chance for an IB>DP/throw as that has saved my ass many times. There is the option for falling for an attack which can only lead to weak combos to stop the pressure. Also a well timed gold burst or back dash can do the trick too (usually I do it when they are going to do a j.2DB or any attack in the air as they have big gaps in their pressure there). Otherwise, DP or 2A with the right openings. A taokaka player will be ready to block a lot when waiting for that DP so it could be worth throwing it out pretty stupidly in the first round and be more conservative about it in the next ones.
lxMetalSonicxl Posted October 21, 2010 Posted October 21, 2010 So our best option is dp for every little thing. In neutral, dp. Under pressure, dp and throw. What is this? We honestly have no reliable ways to fight her besides very situational options? We lose in the air to whatever she does. Sometimes j.B and j.A work but it isn't likely. Stay out the air I guess. On ground, DP or 2A. She's too fast and our pokes are too slow and have bad range. So pretty much, we stay on ground. Once we get the lucky hit that ends in a 2k combo, we get pressure if her heat isn't 50. 5A is terrible for pressure. 2A best tool I believe 5B hitbox nerf makes her annoying to keep pinned. Now this loses to crawl I believe. 6B whiffs on crawl on reaction. There goes what seemingly is our best option. 2B feels like one of our best tools. Can hit her out of stuff. 5C whiffs on crawl. Frametraps ok though. 6C only works on the jump happy. Can almost end pressure entirely if blocked 3C ends pressure if blocked she's too fast. Frametraps isn't that effective. Drive is useless. 6D for the overly defensive Tao....that don't exist. 2 2D range means she is gonna get out most likely. j.A only stops her from getting away. j.B can lose to crawl unless it's done really close to the ground. She can react to that. j.2C hitbox nerf is also not to reliable unless she ended up above you. j.C is useless all together. Most of our specials are combo filler. If one is too be punished, big damage. Throw is godly.... That's all I got. Also, all the jp vids against don't exactly end well for Jin. I'm convinced it's a bad matchup.
xlolxlolx Posted October 21, 2010 Posted October 21, 2010 Air ice swords are decent tools to keep her from over zealously jumping in with her stupid drive. Only A or B DP.....C DP has the vertical reach but not worth the risk of whiffing and standing n place for eternity. She can basically jump out of any holes in pressure.....so thats like anytime after a 5C. I seriously think that she's only A tier because people don't really know how to use her effectively enough, against most characters she has superior speed and range on both ground and in air. Definitely a bad matchup for Jin, it's like playing Tager vs Hazama.
J-KT21 Posted October 21, 2010 Posted October 21, 2010 Air ice swords are decent tools to keep her from over zealously jumping in with her stupid drive. Only A or B DP.....C DP has the vertical reach but not worth the risk of whiffing and standing n place for eternity. She can basically jump out of any holes in pressure.....so thats like anytime after a 5C. I seriously think that she's only A tier because people don't really know how to use her effectively enough, against most characters she has superior speed and range on both ground and in air. Definitely a bad matchup for Jin, it's like playing Tager vs Hazama. I'd have to agree with you on that one. She's seriously underrated as there aren't a lot of players that even play her to begin with. She has great speed, great damage, great combo-ability, great mobility... Also, when trapped in the corner, what's the best thing to do? Get out of it immediately (by jumping or something...)? Try to DP her out of it? Whenever I get corned by a Taokaka, I really have hard time knowing what to do (hell, I don't even know what to do at all to begin with). But aren't Air ice swords too punishable? I don't know, I've been quite conservative with 'em even against drive-happy taos, I get punished for using 'em a lot...
xlolxlolx Posted October 21, 2010 Posted October 21, 2010 Remember that air ice swords from certain height is air dashable, you can always do air back dash j.C to make it safer from a distance, and her pressure isn't really the best in corner since she can't rely on the crossup dash but what she can do is keep you blocking for a decent amount of time but you usually don't want to use DAA since it's just a 5C with invinicbility so go for C DP and RC if blocked. I'm not too familiar with this matchup since i've only played like 3 high level taos on PSN since the game came out.
smooshman Posted October 21, 2010 Posted October 21, 2010 I just can't fight tao in the neutral game.... I just can't fucking hit her. crawl is a fucking goddamn bitch to deal with. 5C just has to much recovery and not enough range or speed to deal with her. We also lack a good AA, so.... good luck hitting her out of the air. I hate her so much. probably one of Jin's more annoying matchups. plus side she dies in like a hit.
Recommended Posts