Jin and Juice Posted October 21, 2010 Posted October 21, 2010 I love Tao. Especially drive happy Tao. They fly around, free as hell, with tons of little holes people miss because she's so fast. You can't rush Tao, nor can you pressure her and hope for any real damage. Punish Tao like no tomorrow. If you can handle the predictable (see:predictable) mixup, and break grabs to prevent loopin', it's just a matter of knowing when. 5b, 2a, and 2b should be your tools, and JC outranges her. Don't IAD unless you know you're safe. Think of it like fighting Magneto in MvC2. You do your damage, block his stuff, then get the hell away and wait for your next option.
XDest Posted October 21, 2010 Posted October 21, 2010 I love Tao. Especially drive happy Tao. They fly around, free as hell, with tons of little holes people miss because she's so fast. You can't rush Tao, nor can you pressure her and hope for any real damage. Punish Tao like no tomorrow. If you can handle the predictable (see:predictable) mixup, and break grabs to prevent loopin', it's just a matter of knowing when. 5b, 2a, and 2b should be your tools, and JC outranges her. Don't IAD unless you know you're safe. Think of it like fighting Magneto in MvC2. You do your damage, block his stuff, then get the hell away and wait for your next option. A Taokaka with a good mid-range spacing game WILL be hard to deal with unless you have Litchi, or possibly Carl. And she's going to do 4-5k on every single hit confirm. And 7k on 6C. It's not "tons of little holes" that's 100% based on the player's skill with the matchup and knowledge of spacing with Tao. Which is why almost nobody catches Tsujikawa at midrange, and most of the time they're just going to eat damage. btw, j.C is complete shit vs Taokaka usually. Especially at super jump height, since 2D hits a person's legs and j.C doesn't hit below him (and j.C/j.B is too slow for that purpose). Taokaka is one of the safest characters in the game, has an above average up close game (not Bang/Litchi level, but still fine.) With A cancel being +2, C cancel being -2, B cancel being -5 variable on distance, and nearly everything beat either special/jump cancelable, she has a considerable amount of options. With tons of ways to get into an overhead, low or green grab. But that isn't her main game anyways, that's her mid range spacing game. Defense against her pressure is the same shit as everyone else. Jab quickly in a small hole or DP (and hope neither gets baited by low profile/double jump j.B/block/etc...), or try to IB everything. The matchup is probably 5.5-4.5 in Tao's favour.
Jin and Juice Posted October 22, 2010 Posted October 22, 2010 A Taokaka with a good mid-range spacing game WILL be hard to deal with unless you have Litchi, or possibly Carl. And she's going to do 4-5k on every single hit confirm. And 7k on 6C. It's not "tons of little holes" that's 100% based on the player's skill with the matchup and knowledge of spacing with Tao. Which is why almost nobody catches Tsujikawa at midrange, and most of the time they're just going to eat damage. btw, j.C is complete shit vs Taokaka usually. Especially at super jump height, since 2D hits a person's legs and j.C doesn't hit below him (and j.C/j.B is too slow for that purpose). Taokaka is one of the safest characters in the game, has an above average up close game (not Bang/Litchi level, but still fine.) With A cancel being +2, C cancel being -2, B cancel being -5 variable on distance, and nearly everything beat either special/jump cancelable, she has a considerable amount of options. With tons of ways to get into an overhead, low or green grab. But that isn't her main game anyways, that's her mid range spacing game. Defense against her pressure is the same shit as everyone else. Jab quickly in a small hole or DP (and hope neither gets baited by low profile/double jump j.B/block/etc...), or try to IB everything. The matchup is probably 5.5-4.5 in Tao's favour. So like I said, poke in holes, know what you're looking for. I didn't clarify of course, but the j.c was low as I intended.
Ashen Posted October 22, 2010 Posted October 22, 2010 DPs can be baited quite easily by high level tao players. A super jump or double jump gets her out of DP a or b. Most of her moves are jump cancellable to barrier shield. Even the moves that are not jump cancellable are special cancellable. She has a special jump, 214D which pretty much means that every single one of her moves is "jump" cancellable. Sometimes i just hope to land 6C on drive/jump happy taos. That's what hiroshi was doing at one point in his fight against tsuji. Though, i must agree that 2a is our greatest move against tao. It can be used to poke out of the (however little) holes she has, and can be used as a somewhat decent anti-air against jump-ins (not drive-ins).
Jin and Juice Posted October 23, 2010 Posted October 23, 2010 DPs can be baited quite easily by high level tao players. A super jump or double jump gets her out of DP a or b. Most of her moves are jump cancellable to barrier shield. Even the moves that are not jump cancellable are special cancellable. She has a special jump, 214D which pretty much means that every single one of her moves is "jump" cancellable. Sometimes i just hope to land 6C on drive/jump happy taos. That's what hiroshi was doing at one point in his fight against tsuji. Though, i must agree that 2a is our greatest move against tao. It can be used to poke out of the (however little) holes she has, and can be used as a somewhat decent anti-air against jump-ins (not drive-ins). That thing Tao does where they use drive for mixup, do you know what the command for it is?
shadow2bolt Posted October 23, 2010 Posted October 23, 2010 DA (stops as soon as you press A), DB (goes right through anything within a short distance), DC (stops in position and jumps up slightly). To do it, just press D then immediately press one of the three buttons (with timing on the effect you want).
Recommended Posts